Caucasian2Step's ratings

Pinsider Caucasian2Step has rated 1011 machines.

This page shows all all these ratings, and forms Caucasian2Step's personal top 1011.


Rating comments

Caucasian2Step has written 1011 rating comments:


9.140/10
35 days ago
The Pros:
An original layout with lots to shoot for. Original and interesting placements of posts, walls and drop targets make this 3 flipper layout an original layout from a new designer AND a new company. I can play this game for hours and not care about the score on the screen. That's pinball fun right there! If I would give it a relational experience. Black Rose? But maybe with a bit more flow.

Wow!

I can't remember the last time this perfect storm of pinball has happened.

That and it's a Jim (muthafuckin') Henson theme! If he can pull off the original muppets in a pinball game... There's a new sheriff in town!

The Cons:
Some people won't like the licensed theme. A new company always has to deal with being the new kid on the block. Some of the shots that ramp from the third flipper (esp. that upper middle of shot) have a bit of clunk. I have only had the chance to play one copy of this game, so we will see what happens when I get to play another copy.

The Takeaway:
David's lessons from working with Spooky have paid off. Barrels of Fun's choices with their technology, business partners and creative design have paid off. The FAST system works great in a professional operator's environment. This game is a joy to shoot and while it doesn't have the polish that we see from a company like Stern or Chicago Gaming, their games feel as good as the newest JJP games and they have that 90's solid feel down! This is their very first game. I am impressed!

I was not sure what to think with this game and I am glad to have kept an open mind. This game is good enough that I may have to save my pennies and get a copy. Pinball has entered a new era that we haven't seen since the late seventies with excellent high quality games pinball coming from multiple companies.

In the late 1970's we had:
Williams
Bally
Gottlieb
Stern v.1

Today in 2024 we have:
Stern
Chicago Coin
Jersey Jack
American Pinball
Spooky

And now Barrels of Fun

Each of these companies have their advantages and detriments. Just like they did in the late 70's.

Today is a good day to be alive and playing pinball.
9.064/10
56 days ago
Jaws is the newest Elwin design.

The Pros:
I’m a big fan of the game aliens by pinball brothers. And just like Alien, the first thing I noticed when playing the game is that it feels like the game is hunting you. Jaws is the first design from stern where I felt like that. I’m not at the top of the pinball food chain. I didn’t think I would like this theme as much as I do. The theater of this game is awesome. The layout is unusual for what seems to be a fan layout. The third flipper, the mini flipper on the right is interesting as well. It’s been programmed to be a trap as well as a very tricky cross play field shot. Dangerous for sure. But for the most part, I see a fan layout on this game. There are some interesting things about the parts that the ball takes, but I played the pro I think that this design with the upper playfield is really going to show itself with this shot layout. Across play field into to the left orbit and a failed shot on the right ramp leading down into the pub number are things of beauty. The rest of the game feels fast and smooth. This layout shoots incredibly well.the upper playfield don't mess. Getting up there is good, but you aren't going to spend much time up there. The feed to the inverted u-turn ramp that feeds the ball back down to the left flipper from the left orbit reminds me of AiQ and is brilliantly executed. Props to the efficiency of the double fishing reels to reduce the B.O.M. and keep things moving.

The prioritization of rules is done well. Gameplay up to the wizard modes seems to be complete. Of course there’s going to be some deep digging in the code for the players who really want to get into the game, and while that may not be implemented yet, I have a great deal of respect for the designer who appreciates and understands his audience. Designing for the 1% may not be something that some designers can be bothered to do, but that one percent is what drives forward the progress of the game of pinball itself into better and more enjoyable games. During this process, the balance of scoring and other aspects of the game will be considered and refined as well.

The Cons:
The game feels like a fan layout with some minor variation on the lower third of the game with the third miniflipper. Many players are complaining about the shark not swallowing the ball. Are you the designer? He put a high risk dummy shot in the middle of the playfield, because that’s what worked best with his design. I am always amazed at how many people complaining about there not being enough toys out of him a game and all I could think to myself is “Really? I believe you’re playing a pinball game. That is the toy.” The bash toy in the middle is not uncommon design. Even Medieval Madness has one. The left ramp/u-turn was not always as successful of a shot as what I felt on the pro. Since this ily way to get to the upper pf, that right flipper had better be strong. Or that upper pf is gonna gits lonely...

I think my biggest issue with this game right now is that it doesn’t feel interesting. Part of this is the fan like layout. I understand that while incredibly effective, it’s not that interesting to shoot. Pinballreviews.com used to make fun of Fan Man (George Gomez) and his standard issue designs. Oh, how times have changed...

The Takeaway:
Between the pro and the preem/LE, this may be the first Elwin design that feels like the game isn’t complete physically, gameplay wise, as a pro. IMaid, JP, avengers and Godzilla, the pros don’t feel like they are missing so much that the premium is nice, but not necessary to get the “feel” of the game. I am not so sure that without the second play field, the gameplay of jaws will be complete. Some game designs can do this, or even feel better as a pro (I’m looking at you Game of Thrones), but looking at the playfield and knowing how Elwin designs... we shall see.

After about a half dozen games, I get the feeling that this is his most straightforward layout and rule set. The release code feels solid and very playable. However, I’ve been looking at Keith’s design and production cycles. His craft and process takes a lot of polish to finish a game. He takes his time and makes sure that what he envisions (and probably more) becomes his completed design. So one of my initial impression may not be as excited as I have been with other games that he’s designed in the past, I believe in his process. And Keith Elwin’s process is going to bring us some thing that will take some time to really show itself. I look forward to seeing what he comes up with.

Apologies for the voice to text confusions...

Update v.1:
If i have a request, it's a flipper cancel for the footage and the choice to not have to go through the stacks of information that can be added up in a summary screen. GET OVER THE THEME AND GET BACK TO THE GAME! And a video mode. yay. It's fun, yay. Is it pinball? no. Is it a break in the feel of the game? yes. Do i care... no. It's not pinball. It's a low rez 3 button shooter, but without the devastating affect of missile command, yay. So let's focus on pinball! It's not just that the shots are smooth, the exits of the unsuccessful shots are smooth. The right ramp drops onto the pop for extra chaos. The left ramp feeds to the left flipper from an unsuccessful right flipper shot. The left orbit pin-loops to the left inlane feed with the quickness. It's like someone has been paying attention to the Gottlieb Street Level games and the work of Jon Norris and he who must not be named. This main pf design is FAST! The pop-target arcing above the mini flipper feels like something from a Zen pinball game, but with reality in mind. Looking for ideas from as many sources and utilizing them to make a better pinball game. Is it inspiration? Is it stealing, borrowing or being inspired? who cares... The end product is a functional layout that offers more than initially meets the eye. And that... is solid craft. Scores adjusted accordingly.

Update v.2:
Someone has been paying attention the the 80's Premier Street Level pinball game designs. We saw some of it in Bond 60th, but this game shows it on the left orbit that diagonally drops into the inlane to the flipper (with speed!) The right ramp that drops the ball onto the TOP of the lone pop bumper on the main playfield. The fallout of the left u-turn ramp/ entrance to the upper playfield, that puts the ball consistently on the left flipper. Once again, the details matter. If I have one caveat with these shots is that the big u-turn on the left ramp had better be served with a crispy shot from the right flipper, week flippers will kill this shot and the interconnectivity of the games rules. Maybe someone will put in a software accomodations for this if it's really that bad. The truth is even FanMan can't make as interesting fan layout games as KME fan-like layout. This is evidence that he has done his homework and applied lessons learned. As a player, as a designer, this is how you become THE GOAT.
9.064/10
56 days ago
Jaws is the newest Elwin design.

The Pros:
I’m a big fan of the game aliens by pinball brothers. And just like Alien, the first thing I noticed when playing the game is that it feels like the game is hunting you. Jaws is the first design from stern where I felt like that. I’m not at the top of the pinball food chain. I didn’t think I would like this theme as much as I do. The theater of this game is awesome. The layout is unusual for what seems to be a fan layout. The third flipper, the mini flipper on the right is interesting as well. It’s been programmed to be a trap as well as a very tricky cross play field shot. Dangerous for sure. But for the most part, I see a fan layout on this game. There are some interesting things about the parts that the ball takes, but I played the pro I think that this design with the upper playfield is really going to show itself with this shot layout. Across play field into to the left orbit and a failed shot on the right ramp leading down into the pub number are things of beauty. The rest of the game feels fast and smooth. This layout shoots incredibly well.the upper playfield don't mess. Getting up there is good, but you aren't going to spend much time up there. The feed to the inverted u-turn ramp that feeds the ball back down to the left flipper from the left orbit reminds me of AiQ and is brilliantly executed. Props to the efficiency of the double fishing reels to reduce the B.O.M. and keep things moving.

The prioritization of rules is done well. Gameplay up to the wizard modes seems to be complete. Of course there’s going to be some deep digging in the code for the players who really want to get into the game, and while that may not be implemented yet, I have a great deal of respect for the designer who appreciates and understands his audience. Designing for the 1% may not be something that some designers can be bothered to do, but that one percent is what drives forward the progress of the game of pinball itself into better and more enjoyable games. During this process, the balance of scoring and other aspects of the game will be considered and refined as well.

The Cons:
The game feels like a fan layout with some minor variation on the lower third of the game with the third miniflipper. Many players are complaining about the shark not swallowing the ball. Are you the designer? He put a high risk dummy shot in the middle of the playfield, because that’s what worked best with his design. I am always amazed at how many people complaining about there not being enough toys out of him a game and all I could think to myself is “Really? I believe you’re playing a pinball game. That is the toy.” The bash toy in the middle is not uncommon design. Even Medieval Madness has one. The left ramp/u-turn was not always as successful of a shot as what I felt on the pro. Since this ily way to get to the upper pf, that right flipper had better be strong. Or that upper pf is gonna gits lonely...

I think my biggest issue with this game right now is that it doesn’t feel interesting. Part of this is the fan like layout. I understand that while incredibly effective, it’s not that interesting to shoot. Pinballreviews.com used to make fun of Fan Man (George Gomez) and his standard issue designs. Oh, how times have changed...

The Takeaway:
Between the pro and the preem/LE, this may be the first Elwin design that feels like the game isn’t complete physically, gameplay wise, as a pro. IMaid, JP, avengers and Godzilla, the pros don’t feel like they are missing so much that the premium is nice, but not necessary to get the “feel” of the game. I am not so sure that without the second play field, the gameplay of jaws will be complete. Some game designs can do this, or even feel better as a pro (I’m looking at you Game of Thrones), but looking at the playfield and knowing how Elwin designs... we shall see.

After about a half dozen games, I get the feeling that this is his most straightforward layout and rule set. The release code feels solid and very playable. However, I’ve been looking at Keith’s design and production cycles. His craft and process takes a lot of polish to finish a game. He takes his time and makes sure that what he envisions (and probably more) becomes his completed design. So one of my initial impression may not be as excited as I have been with other games that he’s designed in the past, I believe in his process. And Keith Elwin’s process is going to bring us some thing that will take some time to really show itself. I look forward to seeing what he comes up with.

Apologies for the voice to text confusions...

Update v.1:
If i have a request, it's a flipper cancel for the footage and the choice to not have to go through the stacks of information that can be added up in a summary screen. GET OVER THE THEME AND GET BACK TO THE GAME! And a video mode. yay. It's fun, yay. Is it pinball? no. Is it a break in the feel of the game? yes. Do i care... no. It's not pinball. It's a low rez 3 button shooter, but without the devastating affect of missile command, yay. So let's focus on pinball! It's not just that the shots are smooth, the exits of the unsuccessful shots are smooth. The right ramp drops onto the pop for extra chaos. The left ramp feeds to the left flipper from an unsuccessful right flipper shot. The left orbit pin-loops to the left inlane feed with the quickness. It's like someone has been paying attention to the Gottlieb Street Level games and the work of Jon Norris and he who must not be named. This main pf design is FAST! The pop-target arcing above the mini flipper feels like something from a Zen pinball game, but with reality in mind. Looking for ideas from as many sources and utilizing them to make a better pinball game. Is it inspiration? Is it stealing, borrowing or being inspired? who cares... The end product is a functional layout that offers more than initially meets the eye. And that... is solid craft. Scores adjusted accordingly.

Update v.2:
Someone has been paying attention the the 80's Premier Street Level pinball game designs. We saw some of it in Bond 60th, but this game shows it on the left orbit that diagonally drops into the inlane to the flipper (with speed!) The right ramp that drops the ball onto the TOP of the lone pop bumper on the main playfield. The fallout of the left u-turn ramp/ entrance to the upper playfield, that puts the ball consistently on the left flipper. Once again, the details matter. If I have one caveat with these shots is that the big u-turn on the left ramp had better be served with a crispy shot from the right flipper, week flippers will kill this shot and the interconnectivity of the games rules. Maybe someone will put in a software accomodations for this if it's really that bad. The truth is even FanMan can't make as interesting fan layout games as KME fan-like layout. This is evidence that he has done his homework and applied lessons learned. As a player, as a designer, this is how you become THE GOAT.
9.064/10
72 days ago
Jaws is the newest Elwin design.

The Pros:
I’m a big fan of the game aliens by pinball brothers. And just like Alien, the first thing I noticed when playing the game is that it feels like the game is hunting you. Jaws is the first design from stern where I felt like that. I’m not at the top of the pinball food chain. I didn’t think I would like this theme as much as I do. The theater of this game is awesome. The layout is unusual for what seems to be a fan layout. The third flipper, the mini flipper on the right is interesting as well. It’s been programmed to be a trap as well as a very tricky cross play field shot. Dangerous for sure. But for the most part, I see a fan layout on this game. There are some interesting things about the parts that the ball takes, but I played the pro I think that this design with the upper playfield is really going to show itself with this shot layout. Across play field into to the left orbit and a failed shot on the right ramp leading down into the pub number are things of beauty. The rest of the game feels fast and smooth. This layout shoots incredibly well.

The prioritization of rules is done well. Gameplay up to the wizard modes seems to be complete. Of course there’s going to be some deep digging in the code for the players who really want to get into the game, and while that may not be implemented yet, I have a great deal of respect for the designer who appreciates and understands his audience. Designing for the 1% may not be something that some designers can be bothered to do, but that one percent is what drives forward the progress of the game of pinball itself into better and more enjoyable games. During this process, the balance of scoring and other aspects of the game will be considered and refined as well.

The Cons:
The game feels like a fan layout with some minor variation on the lower third of the game with the third miniflipper. Many players are complaining about the shark not swallowing the ball. Are you the designer? He put a high risk dummy shot in the middle of the playfield, because that’s what worked best with his design. I am always amazed at how many people complaining about there not being enough toys out of him a game and all I could think to myself is “Really? I believe you’re playing a pinball game. That is the toy.” The bash toy in the middle is not uncommon design. Even Medieval Madness has one. We’ll see how the version on the premium and LE works.

I think my biggest issue with this game right now is that it doesn’t feel interesting. Part of this is the fan like layout. I understand that while incredibly effective, it’s not that interesting to shoot. Pinballreviews.com used to make fun of Fan Man (George Gomez) and his standard issue designs. Oh, how times have changed...

The Takeaway:
Between the pro and the preem/LE, this may be the first Elwin design that feels like the game isn’t complete physically, gameplay wise, as a pro. IMaid, JP, avengers and Godzilla, the pros don’t feel like they are missing so much that the premium is nice, but not necessary to get the “feel” of the game. I am not so sure that without the second play field, the gameplay of jaws will be complete. Some game designs can do this, or even feel better as a pro (I’m looking at you Game of Thrones), but looking at the playfield 1and knowing how Elwin designs... we shall see.

After about a half dozen games, I get the feeling that this is his most straightforward layout and rule set. The release code feels solid and very playable. However, I’ve been looking at Keith’s design and production cycles. His craft and process takes a lot of polish to finish a game. He takes his time and makes sure that what he envisions (and probably more) becomes his completed design. So one of my initial impression may not be as excited as I have been with other games that he’s designed in the past, I believe in his process. And Keith Elwin’s process is going to bring us some thing that will take some time to really show itself. I look forward to seeing what he comes up with.

Apologies for the voice to text confusions...

Update v.1:
If i have a request, it's a flipper cancel for the footage and the choice to not have to go through the stacks of information that can be added up in a summary screen. GET OVER THE THEME AND GET BACK TO THE GAME! And a video mode. yay. It's fun, yay. Is it pinball? no. Is it a break in the feel of the game? yes. Do i care... no. It's not pinball. It's a low rez 3 button shooter, but without the devastating affect of missile command, yay. So let's fous on pinball! It's not just that the shots are smooth, the exits of the unsuccessful shots are smooth. The right ramp drops onto the pop for extra chaos. The left ramp feeds to the left flipper from an unsuccsessful right flipper shot. The left orbit pin-loops to the left inlane feed with the quickness. It's like someone has been paying attention to the Gottlieb Street Level games and the work of Jon Norris and he who must not be named. This main pf design is FAST! The pop-target arcing above the mini flipper feels like something from a Zen pinball game, but with reality in mind. Looking for ideas from as many sources and utilizing them to make a better pinball game. Is it inspiration? Is it stealing, borrowing or being insprired? who cares... The end product is a functional layout that offers more than initally meets the eye. And that... is solid craft. Scores adjusted accordingly.

Update v.2:
Someone has been paying attention the the 80's Premier Street Level pinball game designs. We saw some of it in Bond 60th, but this game shows it on the left orbit that diagonally drops into the inlane to the flipper (with speed!) The right ramp that drops the ball onto the TOP of the lone pop bumper on the main playfield. The fallout of the left u-turn ramp/ entrance to the upper playfield, that puts the ball consistently on the left flipper. Once again, the details matter. If I have one caveat with these shots is that the big u-turn on the left ramp had better be served with a crispy shot from the right flipper, week flippers will kill this shot and the interconnectivity of the games rules. Maybe someone will put in a software accomodations for this if it's really that bad. The truth is even FanMan can't make as interesting games as KME layout. He truly is the GOAT.
9.855/10
3 months ago
Abra Ca Dabra is one of those games that looks simple, and it is... but it is ALWAYS a challenge.

The Pros:
Jeff Brenner did not design too many games. This is one of 4 playfields that he worked on. I say worked on because Lawman was the PF for Atlantis. However, I will say that his body of work at Gottleib has produced some of the best EM tables out there. This is one of them. I like the flashers in the mysteriouus eyes in the BG. Getting the bonus value to 5k is a goal to set your sights on. 1k is a lot of points on this table. Do you chance the pop bumpers when they are lit?

The Cons:
I do wish that this was a multiplayer game (I know, I know, it's em tech)... that's about it.

The Takeaway:
Simple but not easy is the way this table plays. The artwork is cool and the play is incredible. If you see one, play it and know that your youth is well spent.

Update v.1:
This table continues to amaze me with the considerations to the balance of the playfield, scoring and risk/reward associated with the shots on this deck. It is an example of near pin-perfection with EVERYTHING that brings this game together. You can have the game of your life and then the very next game is a lesson in humility. Abra is a true player and it has stood the test of time. Find one. Play it. Your life is better for it.

Update v.2:
The Magic Wizard design of 1971 is superior and created by Ed Krynski. This game has the "M" and the
"C" targets behind the drop targets make for tempting sniper shots. The collecting and the resetting of the targets from the center standup or from SHATZING THE INLANES makes this game pick up yet ANOTHER LEVER of pinball awesomeness that can only be attributed to Master K. True players, look for this game. Find it if you can and play the FACK out of it.

This game in on the want list.
9.688/10
4 months ago
Elton John, it has been about 50 years since you last graced us with your pin-tac-u-lar presence!

The Pros:
An incredibly smooth, fast and flowing Steve Ritchie design that is an absolute joy to play. This is what it feels like when you give The King the time, budget and respect to make a pinball game. The Franchi artwork is some of his best. This game is a feast for the eyes. The animations and the graphical user interface is top notch. You know what you need to do when you need to know it. The inserts and GUI let you know what needs to be done, what has been done and where you want to focus your attention. Being able to backhand most of the shots on this game gave me a Spidey/ GoT feel. You'd better be on your toes the entire time you play. This game is FAST! Flippers feel great, responsive and snappy. NO lag as felt on other JJP designs of the past. And, the music. This game sounds great. The sound package on this game is stellar. Was that a Star Trek sound? The blending of songs and sound design between gameplay modes, multiball and even entering your high score name is very well executed. I smiled while I plinked away at putting in my name for a high score. This game feels like a 90' Williams pinball game to me. SOLID!

The Cons:
While the game feels great, it is not a groundbreaking layout. There are many callbacks to other successful games he has created from the past, it's a great playing game but there is nothing "new" about it. While I love the lighting, this game suffers from a case of "just because you can do it, doesn't mean you should...". This game is very bright. To the point of confusion and overstimulated sensual bombardment. I will make note of that I didn't have a problem with what the game was communicating to me, the lighting guided my eyes where I need to put the ball quite easily. I may need to wear sunglasses while I play this game though... The "rocket" kicker sends the ball to the same place that the right or it does, strange... And finally the wire forms in the plunger lane make seeing the skillshot from the plunge difficult. Minor matters that don't interfere with play, but are noticeable.

The Takeaway:
As much as I enjoy The Godfather, this first impression of this design.... may be my favorite JJP game to date. I still need to explore the rules, but the modes that I cracked at were well choreographed and communicated very well. Sometimes familiar is good. This game feels familiar, but that is not a bad thing, it feels like a Steve Ritchie 3 flipper design. And it feels like a 3 flipper Steve Ritchie design made with the quality that Williams used to produce.
9.688/10
4 months ago
Elton John, it has been about 50 years since you last graced us with your pin-tac-u-lar presence!

The Pros:
An incredibly smooth, fast and flowing Steve Ritchie design that is an absolute joy to play. This is what it feels like when you give The King the time, budget and respect to make a pinball game. The Franchi artwork is some of his best. This game is a feast for the eyes. The animations and the graphical user interface is top notch. You know what you need to do when you need to know it. The inserts and GUI let you know what needs to be done, what has been done and where you want to focus your attention. Being able to backhand most of the shots on this game gave me a Spidey/ GoT feel. You'd better be on your toes the entire time you play. This game is FAST! Flippers feel great, responsive and snappy. NO lag as felt on other JJP designs of the past. And, the music. This game sounds great. The sound package on this game is stellar. Was that a Star Trek sound? The blending of songs and sound design between gameplay modes, multiball and even entering your high score name is very well executed. I smiled while I plinked away at putting in my name for a high score. This game feels like a 90' Williams pinball game to me. SOLID!

The Cons:
While the game feels great, it is not a groundbreaking layout. There are many callbacks to other successful games he has created from the past, it's a great playing game but there is nothing "new" about it. While I love the lighting, this game suffers from a case of "just because you can do it, doesn't mean you should...". This game is very bright. To the point of confusion and overstimulated sensual bombardment. I will make note of that I didn't have a problem with what the game was communicating to me, the lighting guided my eyes where I need to put the ball quite easily. I may need to wear sunglasses while I play this game though... The "rocket" kicker sends the ball to the same place that the right or it does, strange... And finally the wire forms in the plunger lane make seeing the skillshot from the plunge difficult. Minor matters that don't interfere with play, but are noticeable.

The Takeaway:
As much as I enjoy The Godfather, this first impression of this design.... may be my favorite JJP game to date. I still need to explore the rules, but the modes that I cracked at were well choreographed and communicated very well. Sometimes familiar is good. This game feels familiar, but that is not a bad thing, it feels like a Steve Ritchie 3 flipper design. And it feels like a 3 flipper Steve Ritchie design made with the quality that Williams used to produce.
3.648/10
5 months ago
This is one of the most unusual games from Stern (v.1) pinball other than Orbiter.

The Pros:
A unique layout with some interesting rules at the drop targets and a challenging multi-ball sequence. Lighting the spinner and ripping it is truly challenging and very satisfying.

The Cons:
Open areas of the playfield interspersed with interesting shots and an indirect feed to the ball lock (if you have qualified it...). Artwork is a strange mashup.of airbrush and colored pencils.

The takeaway:
Well it's settled. Angels DO have tits. There are some really interesting ideas coming together with the drops and rules of this game, but you REALLY have to work for what may not be that great of a payoff for your score with this game. Can you find one to get to know it? Do you want to? I love Harry Williams games, but this one is truly puzzling to me.
6.230/10
5 months ago
Venom is the newest fan layout from Stern.

The Pros:
The rules that have been put together by Eddy, Sullivan and Davidson are very well done from the start. The one thing that this game does well is that it engages players for a longer game and thus a more worthwhile home experience. I don't ever remember seeing a game with staged ball locks in the main ramps. This allows the choreographers to keep the game flowling ala ST:TnG with balls kept in the subways under the PF. This game will also do well on location because the scanner will tempt location players to "keep progressing" with their codes and their dollars. Somebody read the comics and stayed true to the subject matter. Respek.

The Cons:
Another fan layout. yay. Brian Eddy had a brilliant playfield design with the Shadow and hasn't done anything other than a fan layout since. At least there is some variance in length and width of shots throughout the layout. This fan layout is surprisingly shootable for a game with 8 major shots and with 5 standups on the sides and in between, 13 viable and shootable targets to aim for. A touch of clunk in the right hand side of the u-turn.

The Takeaway:
I have not seen a fan layout with rules this good since Attack From Mars. This game has the "try this and let's see what happens" of Dwight Sullivan and the competitive experience and knowledge of Raymond Davidson. I was not expecting to enjoy this game as much as I did and despite the data farming of Stern for more features, the game takes a lot of small things and makes them matter. I looked at the pics of this game and thought to myself "here we go again..." and then I had a great time. I love being wrong about things like this and it shows me that with even what may look like an uninspired layout, there is more to it. The kids are gonna love it. The home users are gonna love it. The ops are gonna make money. This is the next Game of Thrones for Stern.

It's in the RULES!

Update:
Well, the unfortunate situation of this design and ruleset boils down to this. Pay to win. Great for operators, great for how owners who want to see the wizard modes at the end of the game. How is this bad? I'll break it down to this term:

Microtransactions.

Put your phone on the glass and PAY TO WIN! I would love to be wrong about this, But if Marky Mark the VeePee of Marketing the Market at Stern has any say in it... this is where Stern's business plan is going. Not Good. Bad. Lipstick on a pig bad. I would love to be wrong about this, but we have seen this happen in other parts of the gaming industry You bought the game (or rented it for a minute on location...) but you are still gonna pay. Oh yeah... you are gonna pay! I would absolutely love to be wrong about this, but I see the "backwards compatability" of this system. This is not good. This is not a good future. If it is the case, you can call into question the ownership of pinball games. You know, the ones you paid for. Because it's never enough. Never enough for the market.
6.230/10
5 months ago
Venom is the newest fan layout from Stern.

The Pros:
The rules that have been put together by Eddy, Sullivan and Davidson are very well done from the start. The one thing that this game does well is that it engages players for a longer game and thus a more worthwhile home experience. I don't ever remember seeing a game with staged ball locks in the main ramps. This allows the choreographers to keep the game flowling ala ST:TnG with balls kept in the subways under the PF. This game will also do well on location because the scanner will tempt location players to "keep progressing" with their codes and their dollars. Somebody read the comics and stayed true to the subject matter. Respek.

The Cons:
Another fan layout. yay. Brian Eddy had a brilliant playfield design with the Shadow and hasn't done anything other than a fan layout since. At least there is some variance in length and width of shots throughout the layout. This fan layout is surprisingly shootable for a game with 8 major shots and with 5 standups on the sides and in between, 13 viable and shootable targets to aim for. A touch of clunk in the right hand side of the u-turn.

The Takeaway:
I have not seen a fan layout with rules this good since Attack From Mars. This game has the "try this and let's see what happens" of Dwight Sullivan and the competitive experience and knowledge of Raymond Davidson. I was not expecting to enjoy this game as much as I did and despite the data farming of Stern for more features, the game takes a lot of small things and makes them matter. I looked at the pics of this game and thought to myself "here we go again..." and then I had a great time. I love being wrong about things like this and it shows me that with even what may look like an uninspired layout, there is more to it. The kids are gonna love it. The home users are gonna love it. The ops are gonna make money. This is the next Game of Thrones for Stern.

It's in the RULES!

Update:
Well, the unfortunate situation of this design and ruleset boils down to this. Pay to win. Great for operators, great for how owners who want to see the wizard modes at the end of the game. How is this bad? I'll break it down to this term:

Microtransactions.

Put your phone on the glass and PAY TO WIN! I would love to be wrong about this, But if Marky Mark the VeePee of Marketing the Market at Stern has any say in it... this is where Stern's business plan is going. Not Good. Bad. Lipstick on a pig bad. I would love to be wrong about this, but we have seen this happen in other parts of the gaming industry You bought the game (or rented it for a minute on location...) but you are still gonna pay. Oh yeah... you are gonna pay! I would absolutely love to be wrong about this, but I see the "backwards compatability" of this system. This is not good. This is not a good future. If it is the case, you can call into question the ownership of pinball games. You know, the ones you paid for. Because it's never enough. Never enough for the market.
6.230/10
7 months ago
Venom is the newest fan layout from Stern.

The Pros:
The rules that have been put together by Eddy, Sullivan and Davidson are very well done from the start. The one thing that this game does well is that it engages players for a longer game and thus a more worthwhile home experience. I don't ever remember seeing a game with staged ball locks in the main ramps. This allows the choreographers to keep the game flowling ala ST:TnG with balls kept in the subways under the PF. This game will also do well on location because the scanner will tempt location players to "keep progressing" with their codes and their dollars. Somebody read the comics and stayed true to the subject matter. Respek.

The Cons:
Another fan layout. yay. Brian Eddy had a brilliant playfield design with the Shadow and hasn't done anything other than a fan layout since. At least there is some variance in length and width of shots throughout the layout. This fan layout is surprisingly shootable for a game with 8 major shots and with 5 standups on the sides and in between, 13 viable and shootable targets to aim for. A touch of clunk in the right hand side of the u-turn.

The Takeaway:
I have not seen a fan layout with rules this good since Attack From Mars. This game has the "try this and let's see what happens" of Dwight Sullivan and the competitive experience and knowledge of Raymond Davidson. I was not expecting to enjoy this game as much as I did and despite the data farming of Stern for more features, the game takes a lot of small things and makes them matter. I looked at the pics of this game and thought to myself "here we go again..." and then I had a great time. I love being wrong about things like this and it shows me that with even what may look like an uninspired layout, there is more to it. The kids are gonna love it. The home users are gonna love it. The ops are gonna make money. This is the next Game of Thrones for Stern.

It's in the RULES!

Update:
Well, the unfortunate situation of this design and ruleset boils down to this. Pay to win. Great for operators, great for how owners who want to see the wizard modes at the end of the game. How is this bad? I'll break it down to this term:

Microtransactions.

Put your phone on the glass and PAY TO WIN! I would love to be wrong about this, But if Marky Mark the VeePee of Marketing the Market at Stern has any say in it... this is where Stern's business plan is going. Not Good. Bad. Lipstick on a pig bad. I would love to be wrong about this, but we have seen this happen in other parts of the gaming industry You bought the game (or rented it for a minute on location...) but you are still gonna pay. Oh yeah... you are gonna pay! I would absolutely love to be wrong about this, but I see the "backwards compatability" of this system. This is not good. This is not a good future. If it is the case, you can call into question the ownership of pinball games. You know, the ones you paid for. Because it's never enough. Never enough for the market.
9.480/10
10 months ago
Total Nuclear Annihilation is a labor of love by a single man. Considering he does not work for a pinball production company (AND THIS GAME GOT MADE) this table gives me hope that maybe some day... I can dream, can't I?!? I have only played a single game on this table, so this review will be updated after further mileage has been accumulated.

The Pros:
This game sounds fantastic. The designer composed the music for this deck. He also laid out the design, programmed (not just wrote out on paper) the rules and convinced the crew at Spooky to make this happen. The artwork is appropriate and the whole package is a singular vision of pinball ABSOLUTELY BRILLIANT! The game is fast, lots of dangerous side to side action on the lower PF means that you'd better make your shots and make them count.

The Cons:
The inner PF dominates this game to the point of limiting what else can be done with this table. Playability on the upper pf hasn't grabbed me yet. You really only have 3 shots on the lower pf of this table. Spooky still seems to have issues with their production QC. I hope this game holds up better than RZ.

The Takeaway: A singular vision of pinball come to life. What do you know... dreams can become real! I can't wait to play this game again and really find out what it is all about.

Update:
I found a really sweet copy in a home collection and got to know it a little better. This game is FAST and DEADLY. The rules are very straightforward and well balanced. The ball saver countdown is placed perfectly. The 2x/3x multiplier with the balls on the PF duing multiball is way sweet (did I miss the PF multiplier notification on this table somewhere?) and destroying a reactor is incredibly satisfying. The ar tpackage is vibrant. Combined with the music, the sounds, the coordinated lights, the theatre on this game is top notch! Since the P/F is sliced in half all shots are very fast and very dangerous if missed. The only time to safely shoot for the cosmic gunfighter standups is in multiball. The spinner building the JP value is a great addition to the ruleset. So far, it is a matter of setting up the reactor to about to be destroyed before heading into multiball for the 3x scoring. Rinse and repeat. Is there more to this game? Probably. I have to destroy 9 reactors in a single game to find out. But for now this deck satisfies in a way that I remember Steve Ritchie's firepower. This is not a complex game to learn. It is a frikkin BEAST to conquer. The other big question... is it worth paying $6250.- for a game that plays like something out of 1980? That is up to the buyer. But for what this game is supposed to do, it does it very, very, very well. Fast and furious, I tip my hat to you Mr. Danesi and am grateful for the team at Spooky for helping in making Scott's dream a reality!

Update V.2:
The sounds are great. Especially with an upgraded sound system. This is the only thing that separates this game from a great game from the 80's. Other than that... I'm as happy to play a sweet copy of Barracora, Warlok, Nine Ball, Paragon, Fathom, Skateball, Joker Poker, Frontier, Taxi 8 Ball Deluxe, Black Hole... and a slew of other games from that vintage. Not to take anything away from TNA. But I'm not taking anything away from any great games from the past either. The balance between challenge, simplicity and that essential "gotta play one more game..." is there. Play on playas!

Update v.3:
This game is stressful to play. By design. The simplicity of the ruleset means that working for reactor 9 is a true challenge. Onve you get past reactor 4, the game's rules start to get incrementally more difficult and more challenging. But the thing to remember about this game is that unless the ball saver is counting down or you are in multiball, you are always in mortal danger of the ball leaving the pf. This game is all about risk/reward and making sure that you set up your multiball BEFORE you kill the reactor. This game is also good reason to make sure that your speakers can handle volume and BASS! Scott Danesi is a new talent in a throwback of pinball design theory (and music, and much more). Congrats to Scott and Team Spooky for creating this great title and making pinball happen!

Update v.4:
Sometimes you have to appreciate something for what it is. This game is a throwback to the challenging quarter eaters of the late 1970's to the mid 1980's. Updated rules, sounds and technology. This game achieves that design strategy incredibly well. The split of the playfield in the upper and lower (on the same piece of wood) hasn't been done this well since Grand Lizard. And GL had RAMPS! If you know what you want and this is it. Get it. There are few examples of pinball games that are this simple, balanced, challenging and in many ways... refined. I have gotten to know this game a bit more and am suitably impressed. That doesn't happen often. But this game does that and is on my want list.
9.248/10
10 months ago
Star Trek Premium from Stern is just more proof that Steve Ritchie is "The King"!

The Pros:
Unfinished software from Stern means that this game has more to come. This game is all about the shots and the ramp that feeds the third flipper is utter genius. The Spidey under the flipper shot makes a welcome return.

The Cons:
Unfinished software from Stern means that this game is still not done. I don't like the feed of the left saucer into the inlanes when things don't roll out as planned. The animations seem rather cartoony for the movie theme. I am spoiled by the custom speech calls from ST:TNG. The modes don't really feel that much different from each other. Shoot the flashing lights...

The Takeaway:
Another game with that great "Ritchie Flow" from the team at Stern. The more I play this game, the more I want to play more. That's a great sign. I can't wait to see what they come up with next!

Update:
The S/W feels much better with the modes as well as the Vengence and Klingon multiballs. Kobayashi Maru multiball makes up for the sins of ST:TNG and keeps modes from being timed out as the rsk/rewarrd factor has been taken into account. The light show has been updated and really makes the integration of the modes even more spectacular than it was before. There is also quite a bit of distinction between the modes (and the 3 levels of them) and the shot selection that you are offered within each mode. Still not the same separation of character within the modes as you would have had in ST:TNG, but this is another game and the way that the game has tossed things up is much better than the previous S/W iteration. Backhand and forehand shots are makeable to nearly every shot on the table giving the player more shot choices than one might think by glancing at the layout.

Getting to Warp 9.9 keeps you on your toes even when you have hit the "sweet spot" of the upper flipper. That ramp/loop is incredibly fast! Big ups to Karl Urban for helping out the team (A new Judge Dredd pinball maybe?!?) and this game keeps me coming back for more. I love playing this game and while it is still not in the same league as AC/DC, it is a damn fine table that will appeal to pinheads and trekkies for years to come.

While I don't care for the Vengence toy, the additional touches with lighting and mode specific lasers are way sweet. The darker the room you play this game in, the better. I also wish the the lefthand VUK was in the PRO version of the table, this little difference makes a big positive difference in the play of this deck.

The more I play this game the more I like it. That, is always a good sign of a quality pin-game!

Update #2:
Now that I have had some serious time to play the "newer" code and have had some other high level tourney players show me what's up... I'd like to know, what wasn't picked up 20+ years ago with timing out of modes.

Really?

The first 6 modes of this game can be timed out to achieve higher scores and make playing the first "tier" of these 18 game modes a non-factor in serious competition. Stern, please update this code or put in a tournament mode of sorts that will bypass this omission of stellar proportions. Gameplay, rules and lastability ratings downgraded accordingly. What a shame...

Update #3:
The triple stack of the Prime Directive makes all other approaches to this game (other than secondary super ramps) invalid. Scores reduced again. Curse you, competitive players and your quest for maximum point efficiency!

The new ruleset takes this game where it needs to be. Big ups to Lyman and his team of merry men. A great addition to the Star Trek pinball legacy! This game is now incredibly well balanced. Your scores are reflective of setting this game up and executing your plan with solid play! While some will focus on super ramps and spinners, Others will make the most of the many multiball opportunities that are offered to you within the game. A great game to put next to TWD. The contrast between the flow and the stop and go of TWD makes these two the new "Wonder Twins" of pinball. I have to take my hat to them, Stern keeps knocking them out of the park!
8.071/10
10 months ago
This game is not seen very often and when I walked up to it I was completely surprised to find not only a game that I had never heard of before, but also a pinball game company I had never heard before. The owner was good enough to key me into the whole Stern story. I learned something new about pinball and got to play a game I had never ever seen much less knew anything about... COOL!

The Pros:
Steve Kirk designs ALWAYS get my attention. This means great pinball action and spinners that RIP! This game was in great working order and this played quite nicely. The shots felt tight and the multiball is quick on a smaller pf. The 1-5 targets lighting up to queue the multiball are well implemented. The spinner to the upper right hand drops are a really nice touch. The red standup lane between the drops on the lower PF is a tricky shot. ROM the Spaceknight is way rad!

The Cons:
This game can be a bit too generous with the outs. I'd say remove all extra posts between the flippers and near the outlanes to set up this game so that it has a challenge to it. My ball got stuck behind the right spinner a few times when I played it. Seamus's art package is horrid. PF is serviceable, but the BG looks like it was painted with mud on a stick. Strangely this game feels "lighter and cheaper" than Stern games.

The Takeaway:
There are lots of little figures over this art package with letters on them like SK, Steve Kirk and HW, Harry Williams... Gotta figure them all out! This game plays MUCH better than any flight 2k I have ever encountered. Make this table a bit meaner between the flippers and to the sides... and this will be a solid player. Still waiting to play a decent Flight 2k. An excellent game replacement kit for a Bally/Stern v.1 cabinet.
7.348/10
10 months ago
Expo is a Norm Clark Design that was themed on the Seattle's World's Fair. Luckily enough. I was able to play the game at the N.W. show in Tacoma. This game even has a space needle on it!

The Pros:
A wide open playfield that was made for Williams DC coils. A return lane to the top of the playfield that activates the playfield features is what this game is about. If you don't open your gates and raise your posts (even the minipost on the left is no guarantee of safety)... yikes! Great action from the pops means that this ball flies around the table and keeps you on your toes as soon as the ball enters the pop garden. The Christian Marche Pointy Peoples artwork immediately says "PINBALL!". Some of the hungriest outlanes with no return lanes to the flippers means that you know you are in for a challenge as soon as the game starts. I decent shape, runs about $19,500.00 cheaper than Bond 60th.

The Cons:
The lower left side of the playfield is an outlane. The right side is not much nicer to the player. This design wants DEATH! The Select-A-Spin saucer is a very random drop into the hole. The Spinner is another randomizer that given enough points that it can win the game. So... the chance of this award going your way is very small. You are more likely to activate the spinner when the ball exits the playfield on the sides. The best way to play this game is to disable the spinner, or ake sure that it awards 500 points (skillfully draining? Ok just disable the outlanes.) every time. Game times are short, this game is BRUTAL. When competitive players complain about the "luck-box" They might have been thinking of this Norm Clark creation.

The Takeaway:
If you want a high risk, high action beat-down game that rewards any control that you have on the flippers and punishes you for lack of said control, this may be your game.
9.720/10
10 months ago
Bank-A-Ball may be one of the most deceptive EM designs I have ever encountered.

The Pros:
A completely wide open design that has more to do on it than most would know today. I can hear it now "Look at that game, there's nothing on it. BORING!" And when that player walks away, they walk away from one of the most subtle and nuanced pinball experiences that you could ever have. The artwork on this game is way sweet and the shots are incredibly skillful. Getting all 15 balls to light the specials is never a gimme and that 8 ball shot at the top of the playfield is TOUGH. Rubber all around the perimiter of the game and by the flippers means that a trapped ball to a controlled shot is a rarity. Aiming with a 2" flipper on the fly takes real pinball skills! Getting used to the rotokicker may burn you through a few games, but I also have used the kicker to hit the 12-15 bumpers at the bottom of the playfield for what may be the first ever button activated skill plunge!

The Cons:
Finding one.

The Takeaway:
One of the most open pinball designs that I have ever played. And it WORKS! Harry Mabs is not often referred to as one of the great pinball designers. This man worked for Gottlieb, and then Williams. He trained Steve Kordek (This design is the grand daddy of Strato/Super Flite!) and is most often referred to as the designer of Humpty Dumpty. That's right, Harry Mabs is THE INVENTOR OF THE PINBALL FLIPPER! That's right. Every flip you have ever taken, you owe it to Harry. Find this game. Give it a few plays and watch it bloom right in front of your eyes. Now I gotta find a copy of this game for my own collection!

Thank you Mr. Mabs!
4.589/10
10 months ago
Oh... Chicago Coin.

The Pros:
A solid layout with good angles and big targets to shoot for. The biplane spinners under the Red Baron's wings are way sweet!

The Cons:
A good layout doesn't do much good if the mechanics aren't up to snuff. The biplane spinners under the Red Baron's wings need to spin. Lackluster artwork does not help much.

The Takeaway:
Oh... Chicago coin.
6.027/10
10 months ago
The copy that I played had very weak flippers, could not get the ball back up the playfield. Please take this into consideration with this review.

The Pros:
4 flippers on a pinball game with a playfield split by standups and pops halfway down the design. Lots to shoot for!

The Cons:
As stated above, the copy I found had weak flippers and was a boring drain monster. I see game in this design, I just need to find a game that can utilize the design that this game was created with.

The Takeaway:
I'm looking for another copy to play. Until then, good luck to the players who have found a copy that plays as it should!
9.040/10
10 months ago
The first street location by Jack Danger.

The Pros:
This may be the best new original pinball game layout from a “New” designer. I didn’t care with the score was, I had a blast shooting this game. A three flipper layout with incredible shot options, combos and an up-and-down side to side flow that is absolutely incredible. Gottlieb Spirit in-line standups on both sides make me smile. As always, the Zombie Yeti artwork is amazing and is very well done. Exciting, but still giving the player an idea of what they need to do in relation to hints and pointers for the game during play. This design is an absolute joy to play. Learning how to work with the drop of targets in the stand up behind it as incorporated into the rules that means that the flexibility of the rules on this game are wide as well as deep. This feature and rule set alone makes me give credit to whoever came up with the rules on the game a happy pinball inner kid’s hug. I don’t know who did it, but whoever you are... thank you.

The Dead Post is way sweet!

The Cons:
I’m not a big Foo Fighters fan. Their music is formula rock at its best. So... I find the music on this table to be more background noise than something to really get into. Considering the quality of the artwork on the playfield, and cabinet, I was surprised at some of the artwork that showed up on the animation screen. I wonder if these were earlier WIP versions of the zombie artwork that worked well on the animation screen. This may change with later versions of the code. I’d be curious to see how some of the more convoluted shots on the table act and react to a less than level set up on location. However, the game I played with flowed like butter out of the box (Solid QC!).

The Takeaway:
Are you bored of and sick of fan layouts on pinball games? Are you looking for a pinball experience that’s an absolute joy to play? Something new? Something that will keep you entertained regardless of what is happening on the TV screen? This may be your game. I like this game so much that even though I’m not a Foo Fighters fan, I may have to get one. Playing this game is that good. Fun would probably be the single word that I would best describe this game with. And as Martha would say “And that’s a good thing...”. I have not seen an original first effort from a designer like this since Brian Eddy created The Shadow. I love me some iMaid, but I see a narrow bodied TZ with flow. This is a new design like we have never seen before. Congrats to this design team at Stern Pinball. You have just created a damn fine pinball game!
9.040/10
10 months ago
The first street location by Jack Danger.

The Pros:
This may be the best new original pinball game layout from a “New” designer. I didn’t care with the score was, I had a blast shooting this game. A three flipper layout with incredible shot options, combos and an up-and-down side to side flow that is absolutely incredible. Gottlieb Spirit in-line standups on both sides make me smile. As always, the Zombie Yeti artwork is amazing and is very well done. It is exciting, but still giving the player an idea of what they need to do in relation to hints and pointers for the game during play. The Dragonfly eyes treatment to the cabinet looks hypnotic. This design is an absolute joy to play. Learning how to work with the drop of targets in the stand up behind it as incorporated into the rules that means that the flexibility of the rules on this game are wide as well as deep. This feature and rule set alone makes me give credit to whoever came up with the rules on the game a happy pinball inner kid’s hug. I don’t know who did it, but whoever you are... thank you.

The Dead Post is way sweet!

The Cons:
I’m not a big Foo Fighters fan. Their music is formula rock at its best. So... I find the music on this table to be more background noise than something to really get into. Considering the quality of the artwork on the playfield, and cabinet, I was surprised at some of the artwork that showed up on the animation screen. I wonder if these were earlier WIP versions of the zombie artwork that worked well on the animation screen. This may change with later versions of the code. I’d be curious to see how some of the more convoluted shots on the table act and react to a less than level set up on location. However, the game I played with flowed like butter out of the box (Solid QC!).

The Takeaway:
Are you bored of and sick of fan layouts on pinball games? Are you looking for a pinball experience that’s an absolute joy to play? Something new? Something that will keep you entertained regardless of what is happening on the TV screen? This may be your game. I like this game so much that even though I’m not a Foo Fighters fan, I may have to get one. Playing this game is that good. Fun would probably be the single word that I would best describe this game with. And as Martha would say “And that’s a good thing...”. I have not seen an original first effort from a designer like this since Brian Eddy created The Shadow. I love me some iMaid, but I see a narrow bodied TZ with flow. This is a new design like we have never seen before. Congrats to this design team at Stern Pinball. You have just created a damn fine pinball game!
8.867/10
10 months ago
Pulp Fiction is one of the best movies ever made.

The Pros:
A great shooting game that reminds me of the bally designs of the late 70's and early 80's. This game shoots incredibly well. Orbits on the outside, shot lanes on the inside. Wms. IJ drop targets and a quick turn into the lock. Excellent placement of drops and standup targets. The top saucer with the 5 (HGTR) arrows at the top arch make nudging and timing a truly skillful / chanced part of the gameplay. The color scheme of the game is excellent. You may not ever hear me say this again, but the cabinet artwork ADDS to the experience of this game. This game looks better in person than it does in pictures. The music is AWESOME as is the music in the movie. David Thiel did an over the top job with the audio on this game. If anything he did a bit too much. Good for him!

The Cons:
I have trouble with the character shot on this game. It's a tight shot that demands accuracy and kills on the bounce back of poorly aimed shots. Enough to the point that I stopped shooting for this shot during most of the game. The magnet is interesting, there is a ball saver associated with it. But chaos makers may be the trickiest of all design features to implement. Goodness knows that the ball dropping out of either side of the pops into the lower playfield is tricky enough with every ball that heads towards the flippers. The callouts were lifted from the game. There is a bit of noise in the quotes. The artwork on the pf and the bg are serviceable. But the drawings on the game didn't excite.

The Takeaway:
Just like Mark's Brother Steve dealing with Disney execs on a pinball design, Quentin Tarantino had very specific ideas and limitations for what a Pulp Fiction design should be. Would a widebody game with a lower playfield be something he would want to do? Nope. So... they had to start from scratch. Ramps? Nope... they snuck in some subways and a kicker lock mechanism behind the back of the playfield. Forget about a tv screen in the game. Total throwback look to the game. And you know what... Credit to the team for making this work within limitations. It's great to see Mark Ritchie and the PlayMechanics / CGC team make a pinball game. I played this game more than any other new release at the show (NW, Tacoma).
8.867/10
10 months ago
Pulp Fiction is one of the best movies ever made.

The Pros:
A great shooting game that reminds me of the bally designs of the late 70's and early 80's. This game shoots incredibly well. Orbits on the outside, shot lanes on the inside. Wms. IJ drop targets and a quick turn into the lock. Excellent placement of drops and standup targets. The top saucer with the 5 (HGTR) arrows at the top arch make nudging and timing a truly skillful / chanced part of the gameplay. The color scheme of the game is excellent. You may not ever hear me say this again, but the cabinet artwork ADDS to the experience of this game. This game looks better in person than it does in pictures. The music is AWESOME as is the music in the movie. David Thiel did an over the top job with the audio on this game. If anything he did a bit too much. Good for him!

The Cons:
I have trouble with the character shot on this game. It's a tight shot that demands accuracy and kills on the bounce back of poorly aimed shots. Enough to the point that I stopped shooting for this shot during most of the game. The magnet is interesting, there is a ball saver associated with it. But chaos makers may be the trickiest of all design features to implement. Goodness knows that the ball dropping out of either side of the pops into the lower playfield is tricky enough with every ball that heads towards the flippers. The callouts were lifted from the game. There is a bit of noise in the quotes. The artwork on the pf and the bg are serviceable. But the drawings on the game didn't excite.

The Takeaway:
Just like Mark's Brother Steve dealing with Disney execs on a pinball design, Quentin Tarantino had very specific ideas and limitations for what a Pulp Fiction design should be. Would a widebody game with a lower playfield be something he would want to do? Nope. So... they had to start from scratch. Ramps? Nope... they snuck in some subways and a kicker lock mechanism behind the back of the playfield. Forget about a tv screen in the game. Total throwback look to the game. And you know what... Credit to the team for making this work within limitations. It's great to see Mark Ritchie and the PlayMechanics / CGC team make a pinball game. I played this game more than any other new release at the show (NW, Tacoma).
8.563/10
10 months ago
Galactic Tank Force is the most recent game from American Pinball and a throwback to late 80's pinball design.

The Pros:
A gorgeous art, sound and lighting package. One of the best I have ever witnessed. The sound effects in particular are vibrant and well balanced with timing and gameplay. Playing this game is a spectacle. The center standup targets are dangerous and valuable. The standups on the game I played did not send the ball flying. It was nice to not have negative expectations met. The ramp is SMOOOTH. All the long shots on this game are buttah. The lighting package with the black light / glow in the dark effect is very well implemented. I felt like I was in a 1950's sci-fi 3d sci-fi flick. The moving cow target is pure pinball fun!

The Cons:
Maybe it was the copy I was playing, but the flippers felt sluggish and soft. I can't imagine that this was by design. I will be updating this after play on other copies. So much work was put into the GUI and the movies played during the game that it became something that interrupted, rather than added to the experience of the gameplay.

The Takeaway:
This game is a high chaos playfield design. I got some serious Dr. Dude feels from playing this pin-table. Fast, punishing when you miss, punishing when you succeed and don't defend. There is a whole bunch of "hunh?" the first time that this game is played. Shots, features and effects can be "hidden" in this design. Now I gotta find them! I will be looking for this game again and am very interested in seeing what is implemented in this design and how I am able to learn it. The middle half of the playfield throws the ball back at the player. Some people are not going to like this and will call the game "mean". Know your shots and your risk/ reward from them. Play accordingly. This game is good silly pinball fun. Sometimes a theme is serious. Sometimes pinball takes itself seriously. This game does not take it's theme seriously. I am not always big on themes, but if you have the freedom with the theme, you should have fun. I only got to play a few games at the show, so take this review for what it is and I'll get back when I have more mileage on this design.

Update:
Played this game a bit more and the pacing of the game play/flow is heavily featured/interrupted by all the work done on the display. To the point of distraction. Will this be adjusted? Will operators be able to tweak this? Who knows, but it is a case of more is not always better.
8.320/10
10 months ago
Galactic Tank Force is the most recent game from American Pinball and a throwback to late 80's pinball design.

The Pros:
A gorgeous art, sound and lighting package. One of the best I have ever witnessed. The sound effects in particular are vibrant and well balanced with timing and gameplay. Playing this game is a spectacle. The center standup targets are dangerous and valuable. The standups on the game I played did not send the ball flying. It was nice to not have negative expectations met. The ramp is SMOOOTH. All the long shots on this game are buttah. The lighting package with the black light / glow in the dark effect is very well implemented. I felt like I was in a 1950's sci-fi 3d sci-fi flick. The moving cow target is pure pinball fun!

The Cons:
Maybe it was the copy I was playing, but the flippers felt sluggish and soft. I can't imagine that this was by design. I will be updating this after play on other copies. So much work was put into the GUI and the movies played during the game that it became something that interrupted, rather than added to the experience of the gameplay.

The Takeaway:
This game is a high chaos playfield design. I got some serious Dr. Dude feels from playing this pin-table. Fast, punishing when you miss, punishing when you succeed and don't defend. There is a whole bunch of "hunh?" the first time that this game is played. Shots, features and effects can be "hidden" in this design. Now I gotta find them! I will be looking for this game again and am very interested in seeing what is implemented in this design and how I am able to learn it. The middle half of the playfield throws the ball back at the player. Some people are not going to like this and will call the game "mean". Know your shots and your risk/ reward from them. Play accordingly. This game is good silly pinball fun. Sometimes a theme is serious. Sometimes pinball takes itself seriously. This game does not take it's theme seriously. I am not always big on themes, but if you have the freedom with the theme, you should have fun. I only got to play a few games at the show, so take this review for what it is and I'll get back when I have more mileage on this design.

Update:
Played this game a bit more and the pacing of the game play/flow is heavily featured/interrupted by all the work done on the display. To the point of distraction. Will this be adjusted? Will operators be able to tweak this? Who knows, but it is a case of more is not always better.
7.209/10
10 months ago
Punch the Clown is a ticket dispenser's dream game.

The Pros:
Psychotic clowns populate this design. A short and sweet layout means that this is not a long lasting experience. Quick and done fun. The drop targets that hide the messenger ball and the standup at the top of the playfield add the only dimension to this game. The center standup and loop make this fast design even faster! This game is so dangerous to play, that it doesn't even need outlanes! I would like to take a moment to talk about the artwork. It is AWESOME! Everything that a clown pinball game should be. Python Angelo would be proud!

The Cons:
The purpose of this design is to offer a quick and fun game to play to dispense out tickets at check e. cheese or dave and buster's. There is no depth to it. It's just bang it around pinball fun for the kids. The ruleset means that this game just keeps on spitting out tickets the longer you play it. Teaching kids how to gamble! This game is a children's gateway pinball gambling drug. Thanks PUNCHY!

The Takeaway:
A novelty game for a novelty setting. Play it. Enjoy it FOR WHAT IT IS, and get on to another game. But who knows... If you can live on tickets, Punchy the Clown might just be the game for you! Sit this game down next to Safe Cracker, Caribbean Cruise and Night Moves. Your midget-pin collection will be the envy of every tiny pinball game enthusiast in your time zone!

I like P-I-E!
5.658/10
10 months ago
Caveman is a hybrid video game put in a full size pinball cabinet.


The Pros:
It's a full sized pinball game with a video game in it. The video game actually has some nuance to it as the maze inhabitants change their color as well as their function towards the player. The lower pf is playable and fast. vari targets at the top of the layout are interesting and add a bit of skill and aim to the play all the way until the dinosaurs start running around the video maze. Make it across the board quickly, or hunt for points? The video game itself is not long and for it's time, not bad. Kind of like Wizard of Wor. The artwork on this game is silly and the bone haired cave maiden cracks me up!

The Cons:
An everything AND the kitchen sink approach to design leads to something like this. The individual parts may a work, but the entire package does not. You can see how much effort was put into this project and it just didn't come together. Finding one that works is a miracle unto itself. Play one if you can and thank the tech!

The Takeaway:
Pinball 2000 before pinball 2000 was even an idea. No reflecting of the display on the playfield, Just put a CRT in the middle of the damn thing. A perfect example of just because you can, doesn't mean you should. I want to be clear about how much was tried with this game. Because the technological challenges of the day were immense. Just the willingness to take chances is admirable. Unfortunately, the experiment really didn't work. The pinball play is brutal and once you get past a certain point on the video game, the dinosaurs are moving so quickly, that getting to the other side of the maze is an impossibility.
4.594/10
1 year ago
Scooby Doo the pinball game. Why hasn't this been done before?

The Pros:
A widebody fan layout. I am not usually a fan of this, but this one works. The drop target walls on the left have not been seen since Bally's Vector. And this version is done better than the version we saw 40 years ago. The upper playfield is fun to shoot and the amount to do on this game should keep most people happy for a very long time. Shooting the game is a blast and the game does not suffer from 11 x 1-1/2 inch shots like most fan layouts do. The upper playfield is fun and the many multiballs available to the player mean that there is always pinball excitement right around the corner. The modes are varied and while some are more complex than others, the utilization of the entire playfield is appreciated (as are some of the hints given to the player along the way). Character selection is varied and interesting. How do you like to play? OK, play that way...

The Cons:
The software needs polish. There are ball traps on the lower playfield (behind the drops) and the game does not "find" the ball easily. Spooky games feel like they are made out of cheap pinball life parts, because they are. 5 characters that have different gameplay properties that can only be chosen once during a game (I can hear the tournament players grinding their teeth already...) means that going first means you get to pick first and the first most valuable scooby team member for your game. I am sure a tournament setting can be put into this software, if it isn't already. An ability to set up a game that lets more than one person pick Velma, Scooby, Shaggy, Daphne or Fred, will make a difference.

The Takeaway:
Scooby Doo FINALLY has a pinball game. I am not usually big on themes, but this one is fun for everyone and perfect for the Spooky pinball brand. This is their best internally designed game so far. I still really like TNA, but that is such a different game that I will give this design team kudos as the comparison is apples and oranges as far as pinball is concerned. Travelling to Benton, WI to pick up my lady's CE in a few weeks... she HAD to have it! I am a lucky man who has a woman in his life who loves me and buys NIB pinball games!

Update v.1:
This game is fun. Shooting it is accessible on the lower playfield as a fan layout and the upper playfield has 9 shots on it with the awesome boomerang diverter / left flipper. The lighting guides the eye and mind of the player around quite nicely. The modes are varied in selection and progression throughout the design. In the meantime, the villain modes and the multiball rules are in the game. This game is playable and enjoyable.

The software is still incomplete. The character lanes to light and then collect/start the player modes from the hole on the let are not in yet. The wizard mode for starting / completing the villains isn't implemented yet. That means the final wizard mode is not in the game either. The good news is that software updates are being implemented for technically functionality and score balancing. This is already happening to make sure the game is functioning as it should and to also prevent the upper playfield all day long tournament strategy. (MYSTERY PROGRAMMER... will you please adjust the scores on the Medieval Madness castle!). The callouts and the audio package is full of fun. I have seen people laugh out loud when some of the scripted quotes are spoken, I will say that the balance between the music, effects, quotes and player queues is not quite flushed out. At low general volumes, I have experienced very loud quotes with very quiet music when the master volume is down low. Will probably be fixed in later updates.

This is all good. Multiple production cycle juggling. Every manufacturer seems to be doing this as well. In some ways, this is frustrating as a consumer. In other ways this seems to be industry standard. In other ways this great! Software updates didn't happen until Keith Johnson just had to make his games right. Is it everything that everyone wants all at once? No. But it is happening and the pinball world is better for it. This game still has some physical shot/ play clunkyness. And the designs of the operating systems boards / lighting tech are in development. Just like every other pinball company out there.

Scooby fans love this game. There is enough in this design as it stands to keep most people entertained. I look forward to seeing how this ruleset is implemented and polished. Is it the most skillful pinball game created, nope. But it is Spooky's most ambitious and likely most successful (internal) game design.

Update v.2:
It’s pinside had a reliability rating for pinball games, I’d give it a big zero. Instead I gave ones to lastability and fun. Because owning a spooky pinball game has been more of a pain in the buttocks and therefore... NO FUN. Today, spooky pinball games will be at the bottom quality of the modem pinball game producers. This has been the case in the past, it is today and my good Will has been burnt out in hopes of their decision making process in the future. I’ve had to do more physical adjustments and modifications on this game than any other game I’ve ever owned, ever. Ball traps and happy trails. All traps near entrances to the subway. Ball traps on the ramp to the upper playfield, all traps to the few kids in the game. Ball traps underneath the flippers coming out from the other playfield. ball traps on habittrails. Ball traps near entrances to the subway. Ball traps on the ramp to the upper playfield, ball traps to review case in the game. Ball traps underneath the flippers coming out from the upper playfield. Who tested this game? Quality Control? Hello?

It’s bad.

Bad enough that I don’t think I will ever buy another spooky pinball game, ever. Cancel my fan club subscription, because I keep having issues with this game. I replace the number of boards on this game, and I’ve had to deal with lackluster support. This game was made earlier this year, and I’ve had to work on it more than any other game in my collection just to keep it working as it should. I also made the mistake of taking this game to a tournament. Right before The tournaments started, new code came out. I installed the code and unfortunately, the game performed poorly. Poorly enough that it got taken out of the tournament due to reliability issues. The game couldn’t keep track of players or both counts. No I don’t know if this is a hardware, or a software issue. But this game out right embarrassed me in front of my people. The thing I heard the most over this weekend was “Oh Spooky...” and it’s not like people haven’t been seen this already. For years. I want spook you to do better. But they’re not. And they’ve had 10 years to do better. I know this isn’t easy, and I also know a lot of people that complain about Jersey Jack games. Or they just won’t play them all because they don’t feel like Stern games.

If I have a real criticism of their build, and you could see this for early Jersey Jack as well. Especially Wizard of Oz. The games are meant to be assembled. Their builds were not meant to be taken apart again and serviced. Who, as a designer in their right mind... Builds a pinball game that can’t be serviced? I’m somewhat familiar with pinball technology, and I can’t imagine what it must be like for an owner who absolutely adores the Scooby Doo theme, that doesn’t know how to wrench a pinball game, to get one of these machines and have it go down with such frequency. Is it just me? Or is there a manual online? I see coil and switch charts, but no manual. No game adjustment info. Is there a .pdf? There are no schematics. Is the business plan smoke and replace, or is it just planned obsolescence. Really. Did I miss something?

Now here’s a real rub. I would’ve bought the game if it was up to me. But my lady is a super Scooby Doo fan. I got it for her. So I feel for the people who buy spooky games that love pinball and end up with poor quality of construction, reliability and an accessibility for maintenance. My patience has ended. Until real changes are made it spooky, I will never buy one of the pinball games again. And if I could, I’d sell this one ASAP.

So here’s to Marky Markety Mark the Veepee of Marketing at Spooky. You did your job well. You put lipstick on a pig and took the kissy-kissy all the way to the sale. Aaaaaaaaaaaaand your job is done. NEXT!!!

Or maybe I’d just buy a boat, cuz i know it’s a money pit and I already have an anchor.
4.594/10
1 year ago
Scooby Doo the pinball game. Why hasn't this been done before?

The Pros:
A widebody fan layout. I am not usually a fan of this, but this one works. The drop target walls on the left have not been seen since Bally's Vector. And this version is done better than the version we saw 40 years ago. The upper playfield is fun to shoot and the amount to do on this game should keep most people happy for a very long time. Shooting the game is a blast and the game does not suffer from 11 x 1-1/2 inch shots like most fan layouts do. The upper playfield is fun and the many multiballs available to the player mean that there is always pinball excitement right around the corner. The modes are varied and while some are more complex than others, the utilization of the entire playfield is appreciated (as are some of the hints given to the player along the way). Character selection is varied and interesting. How do you like to play? OK, play that way...

The Cons:
The software needs polish. There are ball traps on the lower playfield (behind the drops) and the game does not "find" the ball easily. Spooky games feel like they are made out of cheap pinball life parts, because they are. 5 characters that have different gameplay properties that can only be chosen once during a game (I can hear the tournament players grinding their teeth already...) means that going first means you get to pick first and the first most valuable scooby team member for your game. I am sure a tournament setting can be put into this software, if it isn't already. An ability to set up a game that lets more than one person pick Velma, Scooby, Shaggy, Daphne or Fred, will make a difference.

The Takeaway:
Scooby Doo FINALLY has a pinball game. I am not usually big on themes, but this one is fun for everyone and perfect for the Spooky pinball brand. This is their best internally designed game so far. I still really like TNA, but that is such a different game that I will give this design team kudos as the comparison is apples and oranges as far as pinball is concerned. Travelling to Benton, WI to pick up my lady's CE in a few weeks... she HAD to have it! I am a lucky man who has a woman in his life who loves me and buys NIB pinball games!

Update v.1:
This game is fun. Shooting it is accessible on the lower playfield as a fan layout and the upper playfield has 9 shots on it with the awesome boomerang diverter / left flipper. The lighting guides the eye and mind of the player around quite nicely. The modes are varied in selection and progression throughout the design. In the meantime, the villain modes and the multiball rules are in the game. This game is playable and enjoyable.

The software is still incomplete. The character lanes to light and then collect/start the player modes from the hole on the let are not in yet. The wizard mode for starting / completing the villains isn't implemented yet. That means the final wizard mode is not in the game either. The good news is that software updates are being implemented for technically functionality and score balancing. This is already happening to make sure the game is functioning as it should and to also prevent the upper playfield all day long tournament strategy. (MYSTERY PROGRAMMER... will you please adjust the scores on the Medieval Madness castle!). The callouts and the audio package is full of fun. I have seen people laugh out loud when some of the scripted quotes are spoken, I will say that the balance between the music, effects, quotes and player queues is not quite flushed out. At low general volumes, I have experienced very loud quotes with very quiet music when the master volume is down low. Will probably be fixed in later updates.

This is all good. Multiple production cycle juggling. Every manufacturer seems to be doing this as well. In some ways, this is frustrating as a consumer. In other ways this seems to be industry standard. In other ways this great! Software updates didn't happen until Keith Johnson just had to make his games right. Is it everything that everyone wants all at once? No. But it is happening and the pinball world is better for it. This game still has some physical shot/ play clunkyness. And the designs of the operating systems boards / lighting tech are in development. Just like every other pinball company out there.

Scooby fans love this game. There is enough in this design as it stands to keep most people entertained. I look forward to seeing how this ruleset is implemented and polished. Is it the most skillful pinball game created, nope. But it is Spooky's most ambitious and likely most successful (internal) game design.

Update v.2:
It’s pinside had a reliability rating for pinball games, I’d give it a big zero. Instead I gave ones to lastability and fun. Because owning a spooky pinball game has been more of a pain in the buttocks and therefore... NO FUN. Today, spooky pinball games will be at the bottom quality of the modem pinball game producers. This has been the case in the past, it is today and my good Will has been burnt out in hopes of their decision making process in the future. I’ve had to do more physical adjustments and modifications on this game than any other game I’ve ever owned, ever. Ball traps and happy trails. All traps near entrances to the subway. Ball traps on the ramp to the upper playfield, all traps to the few kids in the game. Ball traps underneath the flippers coming out from the other playfield. ball traps on habittrails. Ball traps near entrances to the subway. Ball traps on the ramp to the upper playfield, ball traps to review case in the game. Ball traps underneath the flippers coming out from the upper playfield. Who tested this game? Quality Control? Hello?

It’s bad.

Bad enough that I don’t think I will ever buy another spooky pinball game, ever. Cancel my fan club subscription, because I keep having issues with this game. I replace the number of boards on this game, and I’ve had to deal with lackluster support. This game was made earlier this year, and I’ve had to work on it more than any other game in my collection just to keep it working as it should. I also made the mistake of taking this game to a tournament. Right before The tournaments started, new code came out. I installed the code and unfortunately, the game performed poorly. Poorly enough that it got taken out of the tournament due to reliability issues. The game couldn’t keep track of players or both counts. No I don’t know if this is a hardware, or a software issue. But this game out right embarrassed me in front of my people. The thing I heard the most over this weekend was “Oh Spooky...” and it’s not like people haven’t been seen this already. For years. I want spook you to do better. But they’re not. And they’ve had 10 years to do better. I know this isn’t easy, and I also know a lot of people that complain about Jersey Jack games. Or they just won’t play them all because they don’t feel like Stern games.

If I have a real criticism of their build, and you could see this for early Jersey Jack as well. Especially Wizard of Oz. The games are meant to be assembled. Their builds were not meant to be taken apart again and serviced. Who, as a designer in their right mind... Builds a pinball game that can’t be serviced? I’m somewhat familiar with pinball technology, and I can’t imagine what it must be like for an owner who absolutely adores the Scooby Doo theme, that doesn’t know how to wrench a pinball game, to get one of these machines and have it go down with such frequency. Is it just me? Or is there a manual online? I see coil and switch charts, but no manual. No game adjustment info. Is there a .pdf? There are no schematics. Is the business plan smoke and replace, or is it just planned obsolescence. Really. Did I miss something?

Now here’s a real rub. I would’ve bought the game if it was up to me. But my lady is a super Scooby Doo fan. I got it for her. So I feel for the people who buy spooky games that love pinball and end up with poor quality of construction, reliability and an accessibility for maintenance. My patience has ended. Until real changes are made it spooky, I will never buy one of the pinball games again. And if I could, I’d sell this one ASAP.

So here’s to Marky Markety Mark the Veepee of Marketing at Spooky. You did your job well. You put lipstick on a pig and took the kissy-kissy all the way to the sale. Aaaaaaaaaaaaand your job is done. NEXT!!!

Or maybe I’d just buy a boat, cuz i know it’s a money pit and I already have an anchor.
4.594/10
1 year ago
Scooby Doo the pinball game. Why hasn't this been done before?

The Pros:
A widebody fan layout. I am not usually a fan of this, but this one works. The drop target walls on the left have not been seen since Bally's Vector. And this version is done better than the version we saw 40 years ago. The upper playfield is fun to shoot and the amount to do on this game should keep most people happy for a very long time. Shooting the game is a blast and the game does not suffer from 11 x 1-1/2 inch shots like most fan layouts do. The upper playfield is fun and the many multiballs available to the player mean that there is always pinball excitement right around the corner. The modes are varied and while some are more complex than others, the utilization of the entire playfield is appreciated (as are some of the hints given to the player along the way). Character selection is varied and interesting. How do you like to play? OK, play that way...

The Cons:
The software needs polish. There are ball traps on the lower playfield (behind the drops) and the game does not "find" the ball easily. Spooky games feel like they are made out of cheap pinball life parts, because they are. 5 characters that have different gameplay properties that can only be chosen once during a game (I can hear the tournament players grinding their teeth already...) means that going first means you get to pick first and the first most valuable scooby team member for your game. I am sure a tournament setting can be put into this software, if it isn't already. An ability to set up a game that lets more than one person pick Velma, Scooby, Shaggy, Daphne or Fred, will make a difference.

The Takeaway:
Scooby Doo FINALLY has a pinball game. I am not usually big on themes, but this one is fun for everyone and perfect for the Spooky pinball brand. This is their best internally designed game so far. I still really like TNA, but that is such a different game that I will give this design team kudos as the comparison is apples and oranges as far as pinball is concerned. Travelling to Benton, WI to pick up my lady's CE in a few weeks... she HAD to have it! I am a lucky man who has a woman in his life who loves me and buys NIB pinball games!

Update v.1:
This game is fun. Shooting it is accessible on the lower playfield as a fan layout and the upper playfield has 9 shots on it with the awesome boomerang diverter / left flipper. The lighting guides the eye and mind of the player around quite nicely. The modes are varied in selection and progression throughout the design. In the meantime, the villain modes and the multiball rules are in the game. This game is playable and enjoyable.

The software is still incomplete. The character lanes to light and then collect/start the player modes from the hole on the let are not in yet. The wizard mode for starting / completing the villains isn't implemented yet. That means the final wizard mode is not in the game either. The good news is that software updates are being implemented for technically functionality and score balancing. This is already happening to make sure the game is functioning as it should and to also prevent the upper playfield all day long tournament strategy. (MYSTERY PROGRAMMER... will you please adjust the scores on the Medieval Madness castle!). The callouts and the audio package is full of fun. I have seen people laugh out loud when some of the scripted quotes are spoken, I will say that the balance between the music, effects, quotes and player queues is not quite flushed out. At low general volumes, I have experienced very loud quotes with very quiet music when the master volume is down low. Will probably be fixed in later updates.

This is all good. Multiple production cycle juggling. Every manufacturer seems to be doing this as well. In some ways, this is frustrating as a consumer. In other ways this seems to be industry standard. In other ways this great! Software updates didn't happen until Keith Johnson just had to make his games right. Is it everything that everyone wants all at once? No. But it is happening and the pinball world is better for it. This game still has some physical shot/ play clunkyness. And the designs of the operating systems boards / lighting tech are in development. Just like every other pinball company out there.

Scooby fans love this game. There is enough in this design as it stands to keep most people entertained. I look forward to seeing how this ruleset is implemented and polished. Is it the most skillful pinball game created, nope. But it is Spooky's most ambitious and likely most successful (internal) game design.

Update v.2:
It’s pinside had a reliability rating for pinball games, I’d give it a big zero. Instead I gave ones to lastability and fun. Because owning a spooky pinball game has been more of a pain in the buttocks and therefore... NO FUN. Today, spooky pinball games will be at the bottom quality of the modem pinball game producers. This has been the case in the past, it is today and my good Will has been burnt out in hopes of their decision making process in the future. I’ve had to do more physical adjustments and modifications on this game than any other game I’ve ever owned, ever. Ball traps and happy trails. All traps near entrances to the subway. Ball traps on the ramp to the upper playfield, all traps to the few kids in the game. Ball traps underneath the flippers coming out from the other playfield. ball traps on habittrails. Ball traps near entrances to the subway. Ball traps on the ramp to the upper playfield, ball traps to review case in the game. Ball traps underneath the flippers coming out from the upper playfield. Who tested this game? Quality Control? Hello?

It’s bad.

Bad enough that I don’t think I will ever buy another spooky pinball game, ever. Cancel my fan club subscription, because I keep having issues with this game. I replace the number of boards on this game, and I’ve had to deal with lackluster support. This game was made earlier this year, and I’ve had to work on it more than any other game in my collection just to keep it working as it should. I also made the mistake of taking this game to a tournament. Right before The tournaments started, new code came out. I installed the code and unfortunately, the game performed poorly. Poorly enough that it got taken out of the tournament due to reliability issues. The game couldn’t keep track of players or both counts. No I don’t know if this is a hardware, or a software issue. But this game out right embarrassed me in front of my people. The thing I heard the most over this weekend was “Oh Spooky...” and it’s not like people haven’t been seen this already. For years. I want spook you to do better. But they’re not. And they’ve had 10 years to do better. I know this isn’t easy, and I also know a lot of people that complain about Jersey Jack games. Or they just won’t play them all because they don’t feel like Stern games.

If I have a real criticism of their build, and you could see this for early Jersey Jack as well. Especially Wizard of Oz. The games are meant to be assembled. Their builds were not meant to be taken apart again and serviced. Who, as a designer in their right mind... Builds a pinball game that can’t be serviced? I’m somewhat familiar with pinball technology, and I can’t imagine what it must be like for an owner who absolutely adores the Scooby Doo theme, that doesn’t know how to wrench a pinball game, to get one of these machines and have it go down with such frequency. Is it just me? Or is there a manual online? I see coil and switch charts, but no manual. No game adjustment info. Is there a .pdf? There are no schematics. Is the business plan smoke and replace, or is it just planned obsolescence. Really. Did I miss something?

Now here’s a real rub. I would’ve bought the game if it was up to me. But my lady is a super Scooby Doo fan. I got it for her. So I feel for the people who buy spooky games that love pinball and end up with poor quality of construction, reliability and an accessibility for maintenance. My patience has ended. Until real changes are made it spooky, I will never buy one of the pinball games again. And if I could, I’d sell this one ASAP.

So here’s to Marky Markety Mark the Veepee of Marketing at Spooky. You did your job well. You put lipstick on a pig and took the kissy-kissy all the way to the sale. Aaaaaaaaaaaaand your job is done. NEXT!!!

Or maybe I’d just buy a boat, cuz i know it’s a money pit and I already have an anchor.
9.472/10
1 year ago
This game may be the most appropriate theme for Jersey Jack

The Pros:
A great layout with more diverters than you can shake a shakedown with. There is a lot to be excited about with this design. A dangerous lower playfield with lots of options for all 3 flippers. Careful placements of magnets, skillshots and multiple options with each shot mean that the most has been made of this playfield design. The spinner toy with flipper activation by the player is a subtle and well implemented semi-random feature. Did the ball head down toward the flippers? Yes. Did the ball feel like it came out of the spinner and luck-boxed me out? No. The artwork is Chris Franchi's best pinball art package. The lit artwork around the display looks fantastic and makes me wonder why hasn't this been done since day 1? The music is brilliantly implemented. The light shows are better than anything I have seen other than maybe JJP GnR. And the rules. THE RULES. They are SOLID with multiple layers and (so far) relatively easily understood. There is also lots of depth that I have barely scratched. Shots are fast. The flow of the game is where it needs to be and if you aren't paying attention to the habit trail bumping off the standup to the right flipper, your ball is GONE! The extra ball shot is multiple standups behind the fountain pop. Feels like Oktoberfest to me, not what I expected from a JJP pinball design. Cues to the production team are something that I appreciate. The stars of this game are the people who made it and they get credit to see their faces and their names on the game. Respect.

The Cons:
The shots on this game are TIGHT! I am not a fan of the "Choose your destiny on the first plunge" of a pinball game. But this choice has to do with percentages of overall gameplay. You can still prefer to play the game a certain way and not feel like you are cutting out everything else for game progress. Do you know of anyone who plays Stark?

The Takeaway:
This is the JJP game the pinball players have been waiting for. This game is the first game from JJP that shoots great, has solid (so far) rules and doesn't force you to play the game in a specific way. This game looks, sounds, plays and FEELS fantastic! Think of a game from Bally/ Williams released in 1997 and how that felt. Now put some modern rules on a nonfan layout. All the good pinball things are here. Let's see how this game holds up over time. As much as I wanted to love Wonka, the punishing pops exit on the left and the rando-kid award from the TV made the game less than ideal for me. This is the first game from JJP Since Dialed In that I respect when I play it.

Here's the short JJP history:
Woz: WOW! Does it work?
Dialed in: The game that was too smart for it's own theme. You must play this game one way for big scores.
Hobbit: How can so much be so boring?
PotC: How can so much be so confusing? Just shoot for the flashing lights.
Wonka: Close, but not perfect. And the things that aren't perfect... make a difference.
GnR: A rock n' roll show in a box. Shots are good or not. Rules are deep to a fault. Shoot the flashing lights, again.
TS4: A designers contempt of his end user makes for a lackluster gofer game.
TGF: YES!!!!

I WILL be updating my reviews on this game after further play and exploration. I loved shooting Wonka, but the rules and missed aspects of that game added up to a no for me. My hope is that this game ends up in my collection because it is a true player!

Update:
The rules. The goddamn rules. Would somebody kindly explain the concept of the power of limitations to this design team? Just because you can, doesn’t mean that you should. I know that the software can be written and the rules can be updated. However, after a couple dozen plays on this design the curse of pirates of the Caribbean comes back to haunt us. Multi ball, stacked on multi ball, stacked on multi ball, stacked on multi ball and, do it again. I know that there’s so much going on with this game. But why bother? When you can make lots of Points without much risk by going into and staying in multiple as much as you can. Or just prep one multi ball so that as soon as you lose all but one ball in the play field, you’re back in multiple again. To have real reward, risk must be confronted. I want this game to be incredible. There is no reason why it shouldn’t be. It looks amazing, shoots like a dream and has some of the best pinball theater I’ve ever witnessed. But there’s no sense of tension or real consideration with risk in gameplay. Just build a safe place and go there as often as frequently as you possibly can. Mashing your lock down button may increase your multiplier, which only makes your scores and multiball that much more cushy.

Super jackpots from the inlane standup are way sweet.

Love the layout. Shooting this game is pure joy. Hoping for better rules in the future with updates.

Update v.2:
Someone who knows this game (and is a better player) showed me a bit. And while I still feel like the game goes multi-multiball, there is much more strategy to this game than I complained about in my previous update. Big points are in the jobs, not the multiballs. Multiballs support game safety/progress. Multipliers are KEY especially right before you cashout at the subway shot from the upper flipper or the inlane standup (left inlane first!). While still going back and forth, this game rules are much better than I ranted in the previous few paragraphs. Scores updated accordingly.
8.940/10
1 year ago
The first street location by Jack Danger.

The Pros:
This may be the best new original pinball game layout from a “New” designer. I didn’t care with the score was, I had a blast shooting this game. A three flipper layout with incredible shot options, combos and an up-and-down side to side flow that is absolutely incredible. Gottlieb Spirit in-line standups on both sides make me smile. As always, the Zombie Yeti artwork is amazing and is very well done. Exciting, but still giving the player an idea of what they need to do in relation to hints and pointers for the game during play. This design is an absolute joy to play. Learning how to work with the drop of targets in the stand up behind it as incorporated into the rules that means that the flexibility of the rules on this game are wide as well as deep. This feature and rule set alone makes me give credit to whoever came up with the rules on the game a happy pinball inner kid’s hug. I don’t know who did it, but whoever you are... thank you.

The Dead Post is way sweet!

The Cons:
I’m not a big Foo Fighters fan. Their music is formula rock at its best. So... I find the music on this table to be more background noise than something to really get into. Considering the quality of the artwork on the playfield, and cabinet, I was surprised at some of the artwork that showed up on the animation screen. I wonder if these were earlier WIP versions of the zombie artwork that worked well on the animation screen. This may change with later versions of the code. I’d be curious to see how some of the more convoluted shots on the table act and react to a less than level set up on location. However, the game I played with flowed like butter out of the box (Solid QC!).

The Takeaway:
Are you bored of and sick of fan layouts on pinball games? Are you looking for a pinball experience that’s an absolute joy to play? Something new? Something that will keep you entertained regardless of what is happening on the TV screen? This may be your game. I like this game so much that even though I’m not a Foo Fighters fan, I may have to get one. Playing this game is that good. Fun would probably be the single word that I would best describe this game with. And as Martha would say “And that’s a good thing...”. I have not seen an original first effort from a designer like this since Brian Eddy created The Shadow. I love me some iMaid, but I see a narrow bodied TZ with flow. This is a new design like we have never seen before. Congrats to this design team at Stern Pinball. You have just created a damn fine pinball game!
7.053/10
1 year ago
James Bond 60th Edition is the epitome of what happens when the marketing department gets a hold of your purse strings.

The Pros:
There are 20 shots on this layout (including the oddjobs spinner). This in itself is worthy of praise. 20 shots from 2 flippers on a game with no ramps or other flippers by the outhole. The spacing of each shot and how the shots work with each other are incredibly well laid out. This game feels like a trip back to the days when pure pinball was about sniping shots. This game is all about sniping shots. And every shot is dangerous. When was the last time that a pinball game had reels? Who Dunnit? Classic playfield shots are abound. The figure 8 lane on the left is from Diamond Lady / Star Race. The inline drops are straight out of 1970-Bally designs ala, Frontier, Harlem Globetrotters, Flash Gordon, etc... 5 SPINNERS (horizontal and vertical!). Drop targets on the side of the playfield and top lanes with NO LANE CHANGE. Time to skillfully plunge and nudge! Standups of different sizes and shapes and judiciously placed one way gates. Nothing new, just incredibly well laid out. Every millimeter on this design is utilized. Now I have to work on my aim!

The Cons:
The gameplay is so tight and the chaos factor is so high that this game is more frustrating to play than any new game in recent history. Why have 4 spinners when there are 2 shots on each spinner lane? Double your pleasure? Is Stern selling pinball or chewing gum?

Unfortunately, this is indicative of a larger sickness within pinball and society in general. This sickness is the soft science known as marketing.

“According to our marketing team the market research has shown us that the market for this theme is a very marketable paint job that will appeal to the current and potential ideal market driven customer who likes pinball, and LOVES to be marketed to. It makes the market target feel special. Like this game was made (marketed) JUST FOR THEM. Market strategies like this fuel marketing conversations within the market audience that make our marketing mission even easier than it should by by the market buyers, buying into he marketing before the game even hits the market. Market influencers will toot their own marketplace horns (we don’t even need to pay these guys, they do it because they love the pinball market and have nothing else to talk about. They do our job for us!) over the smallest bit of “leaked” marketing scoops. Market speculation and marketing techniques mean that this market driven campaign will market even more marketing success! Marketing for everyone. Especially the marketed to lowest common pinball denominator!”

This is how pinball salespeople throw emotional munitions toward the largest mass of humanity it can identify, to cover the widest splash zone it can, in hopes of making most money it can and in the process... pinball loses its soul.

The rules on this game will appeal to A-Divvy tourney players and directors. Game times are brutally short but still rely on skillful play. The truly skilled are still going to have longer games. Which is strange, because most mere mortals who buy this game are Bond fans with an extra 20k burning in their pocket. Operators rejoice! Three dollar games on location are HERE! That's a dollar a ball y’all! Playing a drain monster for profits. According to the marketing departments: “A NEW INDUSTRY FIRST!" I haven't felt like this since I plunged my first ball on Black Knight and the ball went straight down the middle. Or the first time I played Black Hole and the ball got kicked out to the upper playfield and into the right outlane. Those were my first $.50 cent games. The ops must love this (IF they put out 20k and their player base will tolerate new pricing), and now the other manufacturers WILL be following Stern's (20k x 500) million dollar lead. I might give this game some credence if it was built like a williams game from 1997, but it isn't. It's a light, flimsy single level game that has the most basic of components. When multiball starts, the game ramps up in excitement (if you can get there...) just like the other 007 game does. Yay.

The Takeaway:
AiQ played too long. 007-60 plays to short. Still looking forward to Elwin's next game... When your BOM has to be limited to a single level playfield to make a 20k game... you may be a marketier. Somewhere in the distance, Bill Hicks cries for pinball.

Update:
I had another player reach out to me and tell me how much you need love this game. I am going to give any pinball game of real chance to show me what it's about. So after playing this game again, my realization is that this game is a love letter to 1984. That vintage of pinball games. There's some billion games in there. Flash gordon, frontier, 8 Ball deluxe, centaur, a lot of games of this vintage feel like this layout. But here's the difference. The shots aren't one and a half inches wide. With a ball that's 1 1/8 diameter, that's not a lot of room for error. Hardly any at all. And the rules are very challenging. It's very much All or nothing, risk and reward. And while I respect that, I don't appreciate getting beaten down every single time it plunge the ball and all of a sudden the balls in the right outline and I didn't even touch it from the get-go. Another dollar, another ball. Is the game great in a home environment, sure. If you've got an extra 20K to blow on a pinball game, do that. Put money really isn't the issue. The issue is that the game is not fun.

NOT

FUN

A game. Any game, by its own definition must be fun. It must be entertaining. It must be engaging. Is this the dark souls of pinball games? It very well could be. So, do you have $20,000 to pay someone so you can get beaten down every single time you press the start button on this design? Because that's what this game feels like. A dollar a ball, there it goes, it's gone! If the game is not fun, it is not going to earn.

This design is an exercise in a purist pinball philosophy. The balance is so skewed towards performance, that it is an eternal challenge. This is not necessarily a bad thing. But if someone's going to spend 20 g's on a game, they should know what they're getting into before they invest in this pinball game. For wealthy collectors, 20 large isn’t a big deal. To Stern’s credit they have identified a market within the pinball community that sees this game as worth it. They took the chance and showed us that a game like this is possible... fthe wealthy pinball collector. I have seen this game on location once. It was at an unusual location as the operator put LE/CE games on location. Food is 1.50 a play. Fifty cents a ball. That used to be a game. Bond60 was a 3 dollar game. A dollar a ball. That was a game just a few years ago. The world keeps turnin’ And the Walmart shoppers keep going to Walmart.

While I'm a decent player. I am not a great player.. The designer made a game for himself. Good for him. But you, me, and most mere mortals are not Keith Elwin. 20 shots with no room for error means that you are in his world. And if you're not able to play in his world, you're going to get crushed like a bug. Just like every other competitive pinball player out there in this world. It's not that you suck, it’s that you (with very few exceptions) just suck compared to Keith Elwin. You suck compared to the greatest pinball players in the world, you suck, I suck, we all suck playing this game.

DRAIN! Thank you sir, may I have another...

DRAIN! Thank you sir, may I have another...

DRAIN! Thank you sir, may I have another...

Game over. I guess I've got to play better now...

Update v.2:
I finally got to play a copy that was not as brutal as the other copies that I played in the past. Was I able to enjoy this game? Yes. Would I choose to play other games in the room? Yes. Does it fit a certain kind of player, yes. Can software be adjusted to accommodate different players? Yes. Sensitize your slings and your tilt as preferred to your style of play. Set the game to 10 balls, do whatever you want to. Now that I have gotten to know the rules, I respect them deeply. The risk/reward for this designed is high AND balanced. This is not an easy task to achieve, and the game Can the game be fun? Yes. Is it worth 20k? To some people, but not me. Who knows, it may come to me in a trade some day, But I can put my hard earned value elsewhere for the amount of game that comes in this box. James Bond 60th is a tournament director's dream game.
9.780/10
1 year ago
AC/DC is the best game to come from Stern in a long long time.

The Pros:
This is the best sounding pinball game... ever. The theme is incredibly well executed and the details of this game are well attended. Drops instead of standups are a welcome addition. The Bell diverter lane as well as the diverter from the left ramp. Oh yeah... the lower pf is a welcome return and addition to this game. Not too much time is spent down there and the scoring is not so significant that it is unbalancing. This table flows well and is a worthy successor to the T2 layout. Smooth flow and lots of different modes use the entire playfield and yet all the modes do not feel boring. 12 songs, 12 modes, 12 sets of rules within the same table. Stack you MB's, multiply your PF scoring and rock out! The Back in Black art package is the BEST!

The Cons:
I need more time with this game. I'd love to see what they do with the wizard mode. You had better like AC/DC songs because you are going to hear a lot of it. The inlane/outlane on the right is obstructed by the cannon. The bell seems to break a bit on location. I stay away from a few modes at all cost (Thunderstruck, agh!)

The Takeaway:
With software updates and more tweaking of the modes on the way... this game is a winner. It feels great, it looks good and the gameplay is fantastic. I have to play this game more, and that is ALWAYS a sign of a good pinball game. Congratulations Stern... I am more excited to play this game than any other pinball game I have seen in years.

Update:
This game has LOOOOOOONNNNG legs. I mean, it just keeps on giving and giving and giving. The game can be set up for easier play (If you absolutely need to make Encore), and can also be set up to be PAPA nasty and downright deadly as a player. There are some minor complaints about the cannon modes, but... these are such small matters as compared to the big picture that. They don't really matter at all. A true player in every sense of the term and quite possibly the only game that I don't have in my collection that I HAVE to own someday. When you really think about it, there are only 5 shots on the game.

Left Orbit
Left Ramp
Bell lane
Right Ramp
Right Orbit

and nothing of real note to the layout. This game is a true testament to the genius of Lyman Sheats and is one of the few games that Stern made that was not programmed by Keith Johnson to be a truly brilliant, deep game that is without exploits. This is a game that offers you many valid and earn-able choices as to how to play as your game progresses. If pinball was art (I do most sincerely believe that it is) This pinball deck is analagous to DaVinci's David, Michaelangelo's Mona Lisa. So there. Ritchie and Sheats's AC/DC.
9.472/10
1 year ago
This game may be the most appropriate theme for Jersey Jack

The Pros:
A great layout with more diverters than you can shake a shakedown with. There is a lot to be excited about with this design. A dangerous lower playfield with lots of options for all 3 flippers. Careful placements of magnets, skillshots and multiple options with each shot mean that the most has been made of this playfield design. The spinner toy with flipper activation by the player is a subtle and well implemented semi-random feature. Did the ball head down toward the flippers? Yes. Did the ball feel like it came out of the spinner and luck-boxed me out? No. The artwork is Chris Franchi's best pinball art package. The lit artwork around the display looks fantastic and makes me wonder why hasn't this been done since day 1? The music is brilliantly implemented. The light shows are better than anything I have seen other than maybe JJP GnR. And the rules. THE RULES. They are SOLID with multiple layers and (so far) relatively easily understood. There is also lots of depth that I have barely scratched. Shots are fast. The flow of the game is where it needs to be and if you aren't paying attention to the habit trail bumping off the standup to the right flipper, your ball is GONE! The extra ball shot is multiple standups behind the fountain pop. Feels like Oktoberfest to me, not what I expected from a JJP pinball design. Cues to the production team are something that I appreciate. The stars of this game are the people who made it and they get credit to see their faces and their names on the game. Respect.

The Cons:
The shots on this game are TIGHT! I am not a fan of the "Choose your destiny on the first plunge" of a pinball game. But this choice has to do with percentages of overall gameplay. You can still prefer to play the game a certain way and not feel like you are cutting out everything else for game progress. Do you know of anyone who plays Stark?

The Takeaway:
This is the JJP game the pinball players have been waiting for. This game is the first game from JJP that shoots great, has solid (so far) rules and doesn't force you to play the game in a specific way. This game looks, sounds, plays and FEELS fantastic! Think of a game from Bally/ Williams released in 1997 and how that felt. Now put some modern rules on a nonfan layout. All the good pinball things are here. Let's see how this game holds up over time. As much as I wanted to love Wonka, the punishing pops exit on the left and the rando-kid award from the TV made the game less than ideal for me. This is the first game from JJP Since Dialed In that I respect when I play it.

Here's the short JJP history:
Woz: WOW! Does it work?
Dialed in: The game that was too smart for it's own theme. You must play this game one way for big scores.
Hobbit: How can so much be so boring?
PotC: How can so much be so confusing? Just shoot for the flashing lights.
Wonka: Close, but not perfect. And the things that aren't perfect... make a difference.
GnR: A rock n' roll show in a box. Shots are good or not. Rules are deep to a fault. Shoot the flashing lights, again.
TS4: A designers contempt of his end user makes for a lackluster gofer game.
TGF: YES!!!!

I WILL be updating my reviews on this game after further play and exploration. I loved shooting Wonka, but the rules and missed aspects of that game added up to a no for me. My hope is that this game ends up in my collection because it is a true player!

Update:
The rules. The goddamn rules. Would somebody kindly explain the concept of the power of limitations to this design team? Just because you can, doesn’t mean that you should. I know that the software can be written and the rules can be updated. However, after a couple dozen plays on this design the curse of pirates of the Caribbean comes back to haunt us. Multi ball, stacked on multi ball, stacked on multi ball, stacked on multi ball and, do it again. I know that there’s so much going on with this game. But why bother? When you can make lots of Points without much risk by going into and staying in multiple as much as you can. Or just prep one multi ball so that as soon as you lose all but one ball in the play field, you’re back in multiple again. To have real reward, risk must be confronted. I want this game to be incredible. There is no reason why it shouldn’t be. It looks amazing, shoots like a dream and has some of the best pinball theater I’ve ever witnessed. But there’s no sense of tension or real consideration with risk in gameplay. Just build a safe place and go there as often as frequently as you possibly can. Mashing your lock down button may increase your multiplier, which only makes your scores and multiball that much more cushy.

Super jackpots from the inlane standup are way sweet.

Love the layout. Shooting this game is pure joy. Hoping for better rules in the future with updates.

Update v.2:
Someone who knows this game (and is a better player) showed me a bit. And while I still feel like the game goes multi-multiball, there is much more strategy to this game than I complained about in my previous update. Big points are in the jobs, not the multiballs. Multiballs support game safety/progress. Multipliers are KEY especially right before you cashout at the subway shot from the upper flipper or the inlane standup (left inlane first!). While still going back and forth, this game rules are much better than I ranted in the previous few paragraphs. Scores updated accordingly.
7.082/10
1 year ago
Siz Million Dollar Man is a licensed theme that looks great and plays tough!

The Pros:
Greg Kmiec and Dave Christensen are at it AGAIN! Nudging skills are in effect from the top saucer to the outlanes. Ripping spinners is awesome and this design is centered around the ball making those spinners GO! Once you find the sweet spot on the flippers for each spinner, you should do that. The art package on this game is most righteous and features the first button under Mr. Austin's thumb (Is there something Pat Lawlor needs to tell us?) on the left sling. The backglass and the cabinet are both absolutely 1970's brilliant! Playing this game feels like Evel Knievel, but is symmetrical from top to bottom with few exceptions. Gameplay is fast and deadly, fortunately, the saucer and the center standup will help with the ball post when scored. The drops are satisfying to hit and make your spinners even more valuable after the first completion. I have seen a few copies of this game with the flipper post disabled. I can understand why a tournament director would do that, but even the greediest of ops would want their players to come back for another game. The Bally feel and tap passing flipper action is in full effect, so skillful players will get their pin-workout on with this design.

The Cons:
Getting to 20k is too easy. Spinner speeds may have to be adjusted to bring out gameplay balance. The outlanes on this game are VERY hungry. The combination of rubber on the slings, damp metal lane wires and even more damp wood on the outside of the playfield mean that if the ball goes to the left, it is probably gone. If it goes to the right, you had better have gotten the 5-0-0-0-0 target sequence activated. Getting that "5" lane may be this design's most difficult task. Normally I don't think a game of this design would need an up post, but the game times were probably so short, that they had to put it in there to make the game LAST LONGER for most people on the street. The center target will raise the save post. The star rollovers will drop it again. Don't shoot for the center standup!

The Takeaway:
A challenging player with low ball times and a ruleset that prioritizes specific tasks. Hit the Saucer to get to 5x asap. You will most likely max out 20k bonus just getting to 5x. The drops on the right light spinner and the extra ball/special awards. 50k is worth going after to nerf the right outlane back to the plunger, and you are going to need it! But with your spinners lit for 1k, just keep ripping spinners and be aware that the star rollovers on the playfield are in the ball path to both spinners from the flippers. This game will take the player back to 1978, when bionics made that awesome sound and kids loved to tune in to this show. This game really only needs one thing...

Andre the Giant as... Robo-Bigfoot!
6.862/10
1 year ago
The latest throwback theme from Stern.

The Pros:
The Music and the opening video are iconic. What a great way to initiate a pinball game! True skill shots and skillful shots from the upper playfield mean that multi-ball is an exciting experience. The dual split the ramp on the right is interesting design. And the orbit shot between the two entrances on that ramp is one of the most intimidating shots in pinball that I've seen in a long time. The left orbit to the left flipper figurating around the playfield is fast. But considering how much space it has to travel, it feels slow. Very well done. There's lots of little extra bits and pieces of the design on this playfield that feel different and interesting. It works, but it's different. I think it's closest relation would be a game like Roadshow. I get the idea that I could play this game for a long time and then find a little physical details that I hadn't noticed before that make a difference in the game. The playfield of the game that I played looked excellent. No orange peel dimple damage. They have figured this out? That would be awesome if they did.


The Cons:
The spinner placement above the upper flipper is more Oktoberfest than Iron Maiden. The outside shots. Both the Aston Martin and the undersea battle are more likely to be landed with bounces off the slings than skillful shots. I get the distinct feeling that more money is spent on this license than was for its physical assets. Not proy dollars for the Beatles, but it feels like the bottom line was affected by this business decision. To be clear. I have absolutely no idea what Stern pays for its licensed themes or how it affects their bottom line. But this game feels... Like money could have been spent differently on it that what I played. I know that is an abstract thought. But that is how it feels. The PhotoSlop cut and paste artwork was a hint for me. I'm hoping that the rocket toy does more on the premium the LA then it did on the purchases in the middle of the football table like a big dildo. Inconsistent bounces from the undersea struggle to the shark tank standup to sdtm is a playfield design flaw. Emotionally deficient pinball players will cave in the coin door just on this "feature" alone. Ball savers in software may help the matter, but this will most likely lead to a common complaint with this design.


The Takeaway:
Theme and theatre support a pinball game. They do not make it. Lots of people will buy this game for the theme. And that's fine. Stern has been doing this for decades. But substituting a theme for gameplay does not make for great pinball. Cabinets looking like a 1960s movie poster is a stylistic choice. But it's not always evident until you actually get close to the game and take a good look at it. The artwork isn't Austin Powers bad, but it's not what most pinball games today look like either. This game looks like another case of somebody in marketing decided that the theme was too good pass up. And they settled for all sorts of compromises to the IP owner in regards to the look of the game. Or it's a retro choice. Sure. I'm going with that. I could really describe this is the same way I felt about deadpool. I didn't care for it or necessarily get it at first. However, after somebody who owned a deadpool game took the time to show me around the playfield I had a better understanding and deeper respect for it. I know 007 is early in the release / production cycle. so my hope is that this game will show itself to be what it really is as it becomes more refined and polished.

Oddjob still kicks ass.
2.522/10
1 year ago
Finally got to play this.

The Pros:
The same layout as home star wars and Spider-Man. Good shots in a standard (not home version) cabinet. 4 ball multi ball is entertaining.

The Cons:
The theme. Meaningless artwork, sounds, dmd displays, rules(?!?) and the feeling that whoever is serious about this game is all about image, marketing, branding and “lifestyle”. This is the pinball equivalent of when you get out of a pool that has too much chlorine in it. It feels oily, slick and covers your entire being. All the while your nose curls until the smell goes away.

You know...

Gross.

The Takeaway:
The most vile pinball creation I can think of. Played it once to play it. Got to the “wizard” mode on the first ball. Turned it off and walked away. I don’t ever plan on playing this pin-bomination ever again.
6.743/10
1 year ago
Another Home pin from Stern.

The Pros:
A shootable fan layout that has a bit more to it than one would expect. Ramp shots are satisfying and the avengers power cube is a great randomizer. Inline drop targets are way sweet and the risk/reward they off in gameplay is solid. Mechs are good and the bonus ladder will give players something to work for.

The Cons:
The head on the cab is super (even for Stern) cheap. The copy I played had a rebuilt head on it because the owner liked the game enough to invest in his own copy of the game.

The Takeaway:
It's a home edition of a pinball game from stern. It is what it is. Put it under the christmas tree and let the kids have at it. If you like what it is... I bet you can find one for cheap and have lots of FUN!
7.773/10
1 year ago
Jurassic Park home edition surprised me. In a good way.

The Pros:
A great layout on a game that most people will pass on due to it's "home" designation. The shots feel good and there is enough variation in the design that it isn't just another fan layout. The drop targets and captive ball are well placed. Orbits and rams are somewhat standard, but they feel good and are enjoyable when made.

The Cons:
$3800.- for this? Yikes! It may not be seen much because of this. Trying to find the middle ground is not an easy business proposition. The display screen on my phone may be larger than this one.

The Takeaway:
The rules on this game are better than people will give it credit for. It is not the most advanced game from Stern. I would say the rules would fit well in 1988 (and I do love me some T-A-X-I!) and for many home users and casuals, that is a great fit. Playing it, I had a few moments of real pinball chaos and fun. And that may be the first time that a "home" game has ever done this for me. Play it for what it is and have some pinball fun!
7.193/10
1 year ago
America 1492 is a rarely seen game from Spain.

The Pros:
This game's artwork looks vibrant and the sounds are like no other pinball game I have ever played. The upper loop to the top lanes or the captive ball is well placed from the small upper flipper. The details on the BG, PF and plastics are stunning. Totally draws you in. Ripping spinners will always be in style!

The Cons:
Game play has no flow and is rather random in how it shoots. The theme will offend some, but without America, there may not ever have been pinball. Scoring is different.

The Takeaway:
Good luck finding parts. Have a fixer AND a machinist if you can. Even then, it may be better to stare at than play it. Even for the crazy sounds.
8.333/10
1 year ago
Kings of Steel gets a kit "upgrade".

The Pros:
Big Game wishes it was this fierce! The artwork on this game is way sweet! The rules feature controllable drop targets that offer different shots as the target bank progresses. Red (3), yellow (2) and blue (1) targets require skillful aim to the corners of the targets to drop the bally-bricks. Switched inlane and outlane on the left is always a good nudging challenge. The upper flipper feels good and the Big tigers on the playfield and the backglass want to eat you for lunch!

The Cons:
Long game times can make for a boring party. Tune this baby up and make it nasty! The standup on the right is still a boring shot, but at least it isn't something to 9 out on.

The Takeaway:
Find one if you can. The drop target rules alone make it a better game than the original design. Elephants, tigers and turbans... Oh MY!
5.308/10
1 year ago
Metal Man is one of the more interesting and wacky pinball games ever made.

The Pros:
An interesting layout with a true skill shot to the upper playfield. I like the layout of this game. It is different and interesting. The drop targets offer some risk vs. reward shots to be taken. But bigger points are on the upper playfield. This game may have the most intricate pop bumper cap ever conceived. The artwork is hit and miss. The 3d molded plastics, awesome! The backglass, yikes! The cabinet and playfield artwork, solid!

The Cons:
The artwork looks like it was handled by a high school sophomore who reads Heavy Metal magazine all day long and found an airbrush. And I say that with as much positivity as I can. Because I love Heavy Metal magazine. Sounds are weird. The side lane to the upper playfield is an indirect shot. I wish there was more to do on the upper playfield other than try to make one of the 3 gobble holes.

The Takeaway:
Are you interested in a different and unusual pinball experience? This may be the game for you. If it works. And by the way... Who is Mr Gooooooooooooo?
5.404/10
1 year ago
Joust may be my least favorite Ted Zale design.

The Pros:
Pointy People look great in tin suits. getting 1-6 or 7-9 is not easy to do. Get that blue mushroom target to keep those flippers closed, or face the danger of open zipper flipper gap!

The Cons:
The bagatelle takes over 1/4 f the real estate on the playfield. On the copy I played, the feed out of the bagatelle on the right and it would send the ball into the left outlane 9/10 times. The lower half of the left hand of the playfield just sends the ball to the outhole. It did this quite a bit. Maybe another copy will offer better play than what I experienced.

The Takeaway:
Too much of a novelty, not enough game in this box.
9.099/10
1 year ago
Surfers is a brilliant Ted Zale design that never stops giving good game!

The Pros:
Skillful plunge to the upper flipper to spell out the SURFS(ville) before the danger starts. on the lower playfield. Hit that red mushroom as often as you can to keep those flippers closed. The upper right hand sauceris where the big points are, but you gotta build the value from the blue mushroom targets first. Getting the right hand side gate to the plunger lane

The Cons:
Hungry hungry hippo outlanes combined with low angle slings and no place to rest the ball, this will mean that anxiety during gameplay is a high constant.

The Takeaway:
Find one if you can and get your eety-beety fleeper skills on! High chaos and low ball times can be a hand wringing experience. But if you take the time to learn the skills to work this game, it's awesome.
7.759/10
1 year ago
Rocket iii is a Master Zale design that will make you work on your eety beety fleeper skills life few others.

The Pros:
A wild and tricky playfield that drops chaos from the top spinner on down. The top spinner shows up again in another form later (Fireball). The layout of this game is cut in half from the pops on down. While not a complete wall, getting the ball up to the blue mushroom targets will advance your R-O-C-K-E-T Flight path for the special. This game is not easy. It is fast, furious and frustratingly fun.

The Cons:
Finding one that works has not been easy. The outlanes may be the hungriest that I have encountered in a long time. Combined with low angle slingshots, your ball is going out to the side with the quickness. Game times are incredibly short. I hope your patience isn't.

The Takeaway:
A fast and difficult to control pinball design that will challenge players who are willing to take up the task. Good luck (and lots of EM skills), you are going to need it!
9.500/10
1 year ago
Funhouse 2.0 takes the incredible Pat Lawlor design and gives it the JJP treatment.

The Pros:
It's funhouse with more detailed and interesting rules. Replace the 6 lights above the mode hole with a Dialed in LCD screen... and give the alphanumeric display a color DMD LCD display update... YAS! The (new) rules are good and are still being worked on.

The Cons:
Some of the simplicity and the BALANCE of the older ruleset is gone. Work multiball? Or go for the mirror wizard frenzy mode? More is more, but not necessarily better...

The Takeaway:
A great addition to one of the best system 11 games ever made. I believe the add-on is reversible, so the risk to your Funhouse game is minimal. A new twist on an old classic. This package came out a few months after I sold my Funhouse. Oh well.
9.335/10
1 year ago
Dragonette is an excellent game from this vintage from Gottlieb.

The Pros:
Lots to do, lots to shoot for and the ball traps in the middle of the game changes the way this game plays on the fly. Unlike many games of this era, getting back to the top of the playfield is not that hard to do. Multiple specials are available for skillful nudging and gameplay. Roy Parker knocked this art package out of stadium! Wayne Neyens' work is the real show here as this game has that "just one more..." quality down!

The Cons:
The flipper arrangement takes some getting used to, but the design isn't super hungry to the outlane. The trick in game time has to do with the ball traps in the middle of the playfield.

The Takeaway:
A great playing pinball game that is silly, fun to play and will surprise you with the ball traps in the middle of the playfield. This game is Stan Freberg approved!
9.383/10
1 year ago
Dragonette is an excellent game from this vintage from Gottlieb.

The Pros:
Lots to do, lots to shoot for and the ball traps in the middle of the game changes the way this game plays on the fly. Unlike many games of this era, getting back to the top of the playfield is not that hard to do. Multiple specials are available for skillful nudging and gameplay. Roy Parker knocked this art package out of stadium! Wayne Neyens' work is the real show here as this game has that "just one more..." quality down!

The Cons:
The flipper arrangement takes some getting used to, but the design isn't super hungry to the outlane. The trick in game time has to do with the ball traps in the middle of the playfield.

The Takeaway:
A great playing pinball game that is silly, fun to play and will surprise you with the ball traps in the middle of the playfield. Gottlieb didn't "re-do" too many titles. But this game is another version of the earlier "Dragonette" with a goofball naval theme.
6.937/10
1 year ago
Op-pop-pop may be the hardest of Master Zale's designs from the 1960's

The Pros:
Crazy layout with pointy people art and zipper flippers. The Bagatelle from the top can be reached with the huge lane on the left.

The Cons:
The left and the right hand side of the playfield are incredibly hungry. The copy I played would kick the ball from the saucer in the upper left hand side of the playfield, bounce to the right sling and go out the left hand side of the playfield EVERY SINGLE TIME. Successfully making a shot should not punish the player with consistent drain. Adjustments may be needed to each copy of the game...

The Takeaway:
The yellow mushroom target on the left is your priority. This zips the flippers closed. When those flippers are open... YIKES! This game is different and HARD to play. Operators must have loved it. Players, not so much. Then the operator's didn't like it so much... This game does not get the balance right. There are better playing examples of Master Zale's work out there.
9.837/10
1 year ago
If there is one bagatelle game that you have to have in your collection, this is it. Good thing they made about 70,000 of them.

The Pros:
Incredible gameplay and interactivity. The "just one more game" feel to this design is palpable. When you complete the entire jigsaw puzzle, the sense of accomplishment is like no other game of it's vintage. That Double Score hole at the top is a true skill shot and makes the difference between a good and a great score!

The Cons:
These things get beat up and abused. And then left in a corner of someone's attic for decades. Stories like that... lots of them with this game.

The Takeaway:
Find one if you can. There are people out there making parts for this game. So, if it doesn't work, there is hope! This design is 89 years old and still has more game in it than some games being made today!
7.148/10
1 year ago
AirWay is a bagatelle that has an airplane theme that is simple and fun to play.

The Pros:
Dropping the balls into the airplane's propeller holes is always a treat. The lit score bar at the bottom of the playfield is an excellent way to read the scores immediately.

The Cons:
Gmeplay is skill shots all day. Finding replacement parts? You had better learn how to make them yourself!

The Takeaway:
If you like airplanes and pinball. This bagatelle is for you!
7.868/10
1 year ago
Fleet Jr. is a bagatelle that has multiple stages of "boosting" balls into better scoring positions on the playfield.

The Pros:
A simple and well designed playfield that will "action" the ball further up into the playfield for higher scores. Getting the ball into the 3000 point shell hole, not easy. Life goals!

The Cons:
It's a bagatelle. Sooooo... skill shots only.

The Takeaway:
Beautiful cast iron cannons that project and guide the ball up and down and all around the game's design.
8.765/10
1 year ago
Ski Club is a game I have been wanting to play for a long time.

The Pros:
A great theme and BG artwork with a lit animated sequence by the score. 4 flippers mean that the side to side game is hot. The playfield rollovers add up as you "climb" the mountain. The DC pops mean that the action of the game's design is ever present. Hungry outlanes make every shot a risk... so you'd better hit that standup at the top of the playfield and open up the gate to the shooter lane at the right hand side of the game. Want to score the "D" and "E" lanes on the sides, lift up the flipper and shoot the back of the flipper to get the ball to drop down the lane. Games like Spiderman and Star Trek use this gameplay mechanism today. This game used it on BOTH SIDES of the playfield in 1965.

The Cons:
What is that guy on the upper left hand of the playfield wearing on his head? Cab art is boring. Good thing I'm not playing the cabinet.

The Takeaway:
A 60's game with 4 flippers? YEAH! Master Kordek designed a great game. On my want list!
7.831/10
1 year ago
Ted Zale's early designs that are symmetrical, and awesome!

The Pros:
Fantastic art and game rules that lock the wheels above the white mushroom targets that make sure that you are going to have to aim for the targets to light up different playfield features. Simple, not easy.

The Cons:
Short ball times are standard issue with this layout. Not the deepest game, but doing the thing (matching the 3 reels in the middle of the table) always makes this game a challenge.

The Takeaway:
A fast and furious game that is easy on the sides. Nasty up the middle!
4.389/10
1 year ago
Predator / Jungle Hunt is the story of pinball enthusiasts trying to make their dream pinball game.

The Pros:
The ambition of this project is deep and wide. The dangling flayed bodies are a very nice touch that adds a bit to the theatre of the game. The skulls, spines and gore is well placed and fits the theme perfectly. The playfield artwork is well done and may be the best part of the entire design. The vulgarity settings are adjustable, but... why?

The Cons:
The drama of this game is well known. The project is NOT complete. There are fatal bugs everywhere in the software. The playfield is "OK", not a smooth or a refined design. The lock standups are sucker shots.

The Takeaway:
I played the Jungle Hunt version of this design. Now I can say I played it. This project is a semi-professional work.
8.868/10
1 year ago
A conversion kit that will replace the backglass and the playfield of a bally game with a Heavy Metal look to Bally Harlem Globetrotters.

The Pros:
It's a Heavy Metal Harlem Globetrotters.

The Cons:
I don't know what operator would fool his customers with this replacement of artwork. Same Bally playfield layout, sounds and mechs...

The Takeaway:
It's a Heavy Metal Harlem Globetrotters. And I'm OK with that.
6.686/10
1 year ago
Hot Hand is a game designed by Harry Williams. Not sure who programmed it, but the rules need some finesse.

The Pros:
A cool layout and a mega flipper to keep things moving up top. The playfield is cut about 2/3rds the way up the playfield with the pops. The placement of the spinner and the drops is excellent. The inserts in the middle of the playfield tell you what needs to be completed with ease at all times.

The Cons:
The suits change on so many switches, that the game has a random feel to it. The indirect lane to the extra ball is a bit of a luck shot. Reflect if off the left pop if you can.

The Takeaway:
A great early SS to get started with. Might be good in a larger collection. The software needs work and that makes a big difference with a game that should be great. Instead, it's lots of meh.
8.193/10
1 year ago
The Thing is a true novelty of a pinball game. Maybe the only Chicago Coin game I'd consider owning.

The Pros:
Great art on the BG and the playfield is sparse, but fun. The big question issssss... WHAT IS THE THING? Well, It's kind of random and a mystery. This game is goofy, silly and fun. The big "tent" taking up the middle of the playfield should be shot around to light the mushrooms T-H-I-N-G. Then shoot for the top and hope the ball drops in or take the chance to shoot up the middle and score the THING!

The Cons:
This game is almost as long as a bowler. Finding one is a quest unto itself. Finding one that works... yeesh. The gate at the bottom of the playfield is the only reason your ball stays in play, most of the time.

The Takeaway:
Play The Addams Family. In the Seance mode the game says "Knock Three Times..." and when you hit a ramp. Boom! Boom! Boom! Just like this game. When you light the T-H-I-N-G bumpers and score the saucer in the middle of the playfield, the game knocks 3 times! TAF also spells out T-H-I-N-G on the translite at the bottom of the dmd display. The theme of the game is based on a song from 1950 that was hot for a minute. You can hear it here: https://www.youtube.com/watch?v=-1tKZ3flZZY
8.487/10
1 year ago
Bullseye is a kit for an older Bally regular width game that doesn't make money on location anymore. This kit is pretty specific in what it does.

The Pros:
A new take on the game of pinball that is based on darts. Start with 301 points and get as close to 0 as you can. The targets around the playfield have numbered values on them as a dartboard would. This means that your accuracy shooting a pinball needs to be better than you ever thought it needed to be. Ball control is an absolute must at all times!

The Cons:
It's a pinball game version of darts. Most people won't "get it" until they take the time to read the rules and figure it out. That would include me. The BG is doofy. Holding a pinball like a dart makes people wonder "what is that guy pinching?"

The Takeaway:
A "different" game of pinball that is a sharpshooter's dream. This can be a bit limiting as the amount of accuracy needed to get this game to sing is daunting. But for a pinball collector with a collection that wants something different, check this game out. It is not easy, but neither is shooting the bullseye on a dartboard. Most pinball game conversions do not play well. This one, in good shape, plays incredibly well. It's just going to take a little getting used to.
8.487/10
1 year ago
Bullseye is a kit for an older Bally regular width game that doesn't make money on location anymore. This kit is pretty specific in what it does.

The Pros:
A new take on the game of pinball that is based on darts. Start with 301 points and get as close to 0 as you can. The targets around the playfield have numbered values on them as a dartboard would. This means that your accuracy shooting a pinball needs to be better than you ever thought it needed to be. Ball control is an absolute must at all times!

The Cons:
It's a pinball game version of darts. Most people won't "get it" until they take the time to read the rules and figure it out. That would include me. The BG is doofy. Holding a pinball like a dart makes people wonder "what is that guy pinching?"

The Takeaway:
A "different" game of pinball that is a sharpshooter's dream. This can be a bit limiting as the amount of accuracy needed to get this game to sing is daunting. But for a pinball collector with a collection that wants something different, check this game out. It is not easy, but neither is shooting the bullseye on a dartboard. Most pinball game conversions do not play well. This one, in good shape, plays incredibly well. It's just going to take a little getting used to.
7.236/10
1 year ago
High Ace is a game that seems to have been made for the operator who never maintains his games in mind.

The Pros:
A layout that has more to shoot for than what one would initially anticipate just by looking at it. Glancing angles for the standups on the upper left require accurate aim.

The Cons:
No spinners and no drops means no fun. Yeah, there's lots to shoot for, but this game is so high on the "meh" factor, you have to ask yourself... why am I playing this deck? I'm usually a HUGE Marche fan, but this game looks like a Baboon's ass. The lower left hand side of this table is death between the flippers and the gaping outlane.

The Takeaway:
Maybe I'll play it if it's the only game in the room, and that's a big maybe.

Update:
I got the chance to play a well taken care of copy and this game is FAST! It may be the fastest 4 plipper EM game I have ever played. The double flippers on the left mean that you'd better be cool when the ball is screaming around. Adjustments to the right outlane will make a big difference in how long your ball times will last. Norm Clark made the most of an open playfield with lots to shoot for across and in the middle of the design. The playfield art is boring, but functional. The backglass is ok. The joy in this game is when it is well tuned and dangerous. You can probably find one for cheap. Give it some pin-love and have a player on your hands. Give this game some respect, and it will give it right back atcha! Scores updated accordingly.
8.959/10
1 year ago
This game is a fast and furious EM experience.

The Pros:
This game is a lesson in challenging angles, features and keeping action lively and in your face! Steve Kirk would be proud to call this game his own. The center saucer to light the pops is a true skill shot. A-B-C-D light the special on the right, but getting all 10 stars for extra ball is the real challenge! Ball times are short, so expect your lira to leave your pocket with the quickness.

The Cons:
Seersucker Speedos make the ball move even faster! Some of the hungriest outlanes I have ever encountered.

The Takeaway:
Find this game and take it for what it is. Simple, but never an easy game. Those wacky Eye-talians did it again!
9.219/10
1 year ago
Shooting the Rapids is a challenging pinball game.

The Pros:
Drops on the left, spinner on the right. Danger from the pops and hungry outlanes will keep you activated at all times. Incredible geometry and fresh rubbers mean that every shot you take needs to be considered carefully. Accurate aim with the drops and the standups behind them is mandatory. An accurate rebound off the left pop bumper gets you into the return lane to the top! Game times are short, so make the most of each shot.

The Cons:
Finding one working as it should. Shooting for the center standup is dead nasty!

The Takeaway:
A hard day of paddlin' rapids makes me thirsty for a piney beer... This game is a true player!

Update:
I would love to own a copy. PM me if you have one for sale.
6.725/10
1 year ago
Moon Shot is an early symmetrical Ted Zale design.

The Pros:
George Molentin KILLS this art package. I loves me summa dat Star-Jet. This game looks even better! Pop bumper action is HOT! Game times are short, so stay on your toes! Gameplay is up and down and dangerous.

The Cons:
Not one of Master Zale's most exciting designs. The 3 way gate that dominates the center of this playfield is boring. Once the ball drops past the pops, the game is meh.

The Takeaway:
A fun game to play, a better game to stare at.
8.645/10
1 year ago
Ted Zale put a bit of thought into this design.

The Pros:
Dangerous geometry from the top to the bottom to challenge the player at all times. This layout is the epitome of a game that will give it up to you one game and kick you in the dirt on the next play. So stay sharp and keep an eye out for trouble. Because it is coming! Spell TRAIL DRIVE and collect a special while your ball is fed to the shooter lane!

The Cons:
Incredibly hungry outlanes and wide space between the flippers. You'd better hit that saucer every time. You WILL need to have that diverter to the shooter lane open on the right hand side (okay, you do want to hit the top side lanes for the "R" targets.

The Takeaway:
When freshly rubber'd and properly setup, this design will keep players coming back to spin that cat as often as they can!
8.432/10
1 year ago
Rose bowl is a game that is different in a few and successful ways.

The Pros:
A playfield that is split in half that works. The slings with the pop bumper in the middle mean that your nudging skills have to be on point. There are flippers, but they are on the sides of the pf. One of the most beautiful backglasses ever produced by Roy Parker. Wayne Neyens put a lot of game in not that much space. For a game that "floats" as much as it does, there is a lot of action going on here!

The Cons:
Some people will call this game a luck box. Those people have no nudging game. Scores are in the number of touchdowns achieved. No millions here, just sportsball!

The Takeaway:
A game made in the early 50's that was more true to the theme than just about any other game out there. Once you get the "feel" of this design, it pulls you in and makes you want to score more!
7.446/10
1 year ago
Rock Star / Blue Note is one of the last EM designs from Gottlieb.

The Pros:
An interesting layout that is better than it looks at first glance. The spinner design will alternate the scores with the right spinner and collect the lit value with the left spinner. A simple concept that works incredibly well. Lots to shoot for all the way up the left hand side of the playfield. Shooting for the lit target on the left hand side for 5k is a dangerous proposition lower on the playfield and hard to aim for at the top.

The Cons:
The flipper layout is asymmetrically oriented and the left side has no inlane and outlane. More "traditional" players will not like this.

The Takeaway:
A better game than most will ever take it for due to the flipper layout. Most copies that I have seen (Totem as well) are incredibly good shape and inexpensive as the game did not make much money on location.
7.373/10
1 year ago
Rock Star / Blue Note is one of the last EM designs from Gottlieb.

The Pros:
An interesting layout that is better than it looks at first glance. The spinner design will alternate the scores with the right spinner and collect the lit value with the left spinner. A simple concept that works incredibly well. Lots to shoot for all the way up the left hand side of the playfield. Shooting for the lit target on the left hand side for 5k is a dangerous proposition lower on the playfield and hard to aim for at the top.

The Cons:
The flipper layout is asymmetrically oriented and the left side has no inlane and outlane. More "traditional" players will not like this.

The Takeaway:
A better game than most will ever take it for due to the flipper layout. Most copies that I have seen (Totem as well) are incredibly good shape and inexpensive as the game did not make much money on location.
8.789/10
1 year ago
Chicago Express is a bagatelle pinaball game from 1935

The Pros:
This game is incredibly well thought out with it's balance of skill shots to the "elevated: ramp above the playfield and the multi-stage sequence is seen again and again in games like this. Even Stern's Flight 2000 uses this mechanism for visible ball locks.

The Cons:
Where are the flippers? That tilt mechanism is sensitive!

The Takeaway:
Want to work on your skill-shot skills? This is a great game to do it with! O.G. pinball that is beautiful to behold and a simple joy to play.
8.580/10
1 year ago
Weird Al has finally gotten a pinball design.

The Pros:
A wacky game design for a wacky theme. The integration of music and modes and different types of gameplay designs are incredibly well done in the P3 system. The choice of songs over the errors as well as the shadow puppet like animations worked very well with this game. Long up-and-down as well as cross play field shots are integrated with an upper playfield quite nicely. The rules and modes are diversion and well done. Some of them even cut the playfield off below the pop-up targets on the main P3 playfield. I also like the Updown drop ramp on the right which are the drops the ball down onto the main play field or in a two-way mode can be sending the playfield up to the upper playfield from the right orbit which is now, a ramp. Who would’ve thought to put a magnet up there for a ball trap, well these guys did and it works well!

The Cons:
This game is heavy. I mean, I opened it up and realized if I dropped this thing on my toe I’d probably lose a good portion of my foot in the process. The technology is so different, it also feels so different. Using the upper playfield is nicely done, but it’s really hard to get to sometimes. The cross playfield slippers are tricky. And I don’t always understand the ball traps underneath the upper flippers, but I’m still learning this game, so that’s where it is. The whole integration of the lower and upper portion of the main playfield is the biggest split, so to speak, with any P3 pinball design. The 360° ramp from the upper left flipper is tricky. And even with a solid shot, it swirls round and then comes back down kind of like the left ramp on monster bash.

The Takeaway:
The games from this manufacturer keeps getting better and better with each new design. I love it! The trick is, it’s a different feel and some people are going to appreciate it, and some people are going to wonder what the heck is going on? I like what P3 is doing with their games. I like the silliness of the design and the theme and how much they’re doing with their designs. However, it still feels like lots of different bits and pieces being thrown together into what makes a pinball game. When their pinball games feel cohesive and Lucid, I will be most impressed. In the meantime they keep making progress and theirgame are fun, they’re silly, and Dr. Demento approved!
8.533/10
1 year ago
I got to play this game at Expo 2019.

The Pros:
Ummmmmmms, it's elvira? The mistress of the dark is BACK! This game is FUN. The theatre on this game, OG horror clips of the highest Bgrade rating and more silly-gore than you can shake a Gar-goil on a stick at. The lighting in particular is well designed. The haunted house is set up so that it reflects the colors of the modes running in the game. Multiball is straightforward and well done. The deadheads are now an active mode running along with all the rest of the action of the table simultaneously. At first the shots seem narrow, but they are well laid out and very make-able. This game should sell well and keep lots of pinheads happy. Using the button on the animated wheel to skillfully stop on the award you want. Why hasn't this been done this well before?

The Cons:
The kickout on the right shoots the ball directly across the PF. Sling-sling-out with consistency. I know that the power on the coil can be adjusted, but the direction of the VUK may not (?). You should not be punished for making a successful shot and then have the control taken out of your hands. Almost as bad as a badly adjusted kickout on MB. A semi-standard fan layout with most shots around the perimeter of the PF. Junk in the trunk can be accidentally started by the ball bumbling it's way into the exit. No one way gate?

The takeaway:
So far a really good game, will it be a really great game...? We shall see. As software updates come out, that will be the real test. There are lots of inserts on the PF that need to have code assigned to them. The best news is that just shooting this game is a hoot and that is always a good start. Updates will follow as the game code is flushed out.

Update:
The software and rules have gotten much better since I first played this game. The polish and depth is apparent. However, the playfield is the same. In particular, the kicker from the right hand side of the playfield is either too strong or too weak. This makes the game less than ideal for street operation. Better in a home, or a tourney environment. Good thing they added a ball saver when the ball spits out into the left outline as compared to the 3 targets on the left hand side of the pf. The game shoots well and the theme integration is excellent. Similar to Batman ‘66, mechanically complex mechanisms (just like any/all pinball games) fail or deteriorate in performance over time without proper care and maintenance. What can I say, Elvira has needs. But when she is happy, she is a lot of fun!

Update v.2:
Are there are two types of Elvira games. The first time is more common. Games that are not tuned or maintained to the ideal for this design to work properly. Unfortunately, that’s the most games on location. The second type is a Home player takes fantastic care of their game and make sure that everything is just right. When this happens, I have relatively straightforward fan loud becomes an incredible player and the ruleset design is one of the best that has ever been created. Unfortunately, this was the last game that Lyman sheets worked on for Sterne. The rules that is what makes this game. The multiple layers of modes multiples and the wizard modes are fantastic. The gap angry mode in particular is one of the most impressive displays of pinball code ever put together.

What this means for the game is that most location play it’s going to be less than ideal. Does this make this game unworthy of the street? I don’t think so. But you’re more likely to get the ideal experience from a home collector who pampers their copy and make sure that does everything that it should, when it should, no credit dots allowed!

Out of the three games with Elvira‘s name on it, the first is the most highly produced and unfortunately, the least refined ruleset. This led to Indianapolis 500 which had a very similar layout with a third flipper. Scared Stiff, the second Elvira game is a damn fine game in it’s own right. When the third installation of the series was first released, the rule set was not fully realized and it showed. Today, thanks to the brilliant work of Lyman Sheats, we have one of the best pinball games that Stern has ever created. Rest In Peace.

The music, artwork, animation, lighting and (when tuned) engineering is cohesive and gives this spooky and silly world under glass the theater it deserves. Dennis Nortman put together a great layout and toy with the Haunted mansion in the middle of this playfield. This game is a blast to play. Go a copy, play it and enjoy it. Frights, tongue and cheek goofiness, sexually charged humor that shows its power by using it and not taking itself so damn seriously. More than anything else the Elvira pinball trilogy shows how much fun the theme of the pinball game can be. If you don’t like everything about this game... it might be you. In the meantime, I’m going to play this game and thank Cassandra for being the only woman to grace pinball with her awesomeness 3 times!

Update v.3:
The art, sound, animations and rules a re great. Gappa Angry may be one of the best and most varied wizard modes ever created. That's the good news. The bad news is the playfield layout leads to balls hanging up (behind the house on 696 creepy street) that will start our game out from the first plunge with a "ball missing" ball search that makes the software put you in instant multi-ball for the rest of the game and any drain leads to ball/game over. That and playing this game can get boring.

Will lightning flippers and a good tune help? Maybe. But a boring shooting pinball game makes people walk away from an incredible team effort. I love so much about this pinball game other than playing it. Scores adjusted accordingly
9.352/10
1 year ago
Toy Story (4). The latest game from Pat Lawlor and JJP.

The Pros:
Pat Lawler has once again given us a creative and diversified playfield. The shot selection and balance of skillful and chaotic is something that his games have shown from bonsai run all the way through what he's doing today. If Pat's games have suffered from anything in the past it has been lackluster rules and programming. Is not the case with this game. As evidenced by the update for Willy Wonka's pinball code, the programming that has gone into this game is well thought out and balanced. The shots on this game are very well placed. I especially like the Canada ramp which skips up and over better than no good gophers ever did into the return that comes back to the left in lane. I also like the no good Gabby gopher as well. The combos ending with Gabby are well done. Also I have to take a moment to give maximum respect to all the people that worked with the information that Disney and Pixar gave to Jersey jack. The video, the lighting, the music, the theater of this project is absolutely incredible. The lock shot with the drop Target on the left is very well placed. And the feed into the spinner takes a huge hint from games of the past. Thank you to Joe Katz from making the programming on this game a market improvement from Pat Lawler's games of the past.

The Cons:
The random saucer that is associated with buzz lightyear by the pop bumpers is an indirect shot. As long as the game is in somebody's home and is well taken care of, it's going to be fine. But a well-worn copy on location that isn't taken care of in an ideal setting, this feature is going to be a lot less random and a lot more rare. But most importantly... Where is Mr. Potato Head? For real. Do you not feel the hockey puck? Because Don Rickles is the best and his character is nowhere to be seen on this game. This may be a legal licensing issue. And while I don't like it, it probably wasn't up to JJP to begin with. What a shame. I don't go Gaga for themes or details within themes too often, but this is Mr. Warmth we're talking about here. In toy story is not toy story without him. I don't care if Tom Hanks his brother voiced woody. I don't care if he's too good to lend his likeness to pinball, but not having Don rickles, that's a crying shame.

The Takeaway:
I'm curious to see how well this game holds up on location. Jersey Jack pinball makes fantastic pinball games. However, I think that they're also very good about making pinball games that are designed for The collector first. Location second. While some mechanisms like Gabby and the Canada ramp are variance of games that he's done in the past with no good gophers and revenge from mars, I'm curious to see how well these mechanisms hold up over time. I'm also curious to know how the lighting an engineering on this game holds up. With all that said, this game isn't absolute joy to play and watch while your friends play as well. Little kids are going to play this game and become pinheads later in life. That is the long term goal.

The Carnival mode has two rule paths. One represented by Buzz Lightyear and one represented by Woody. I got to the Buzz lightyear wizard mode after a few days of play. The more difficult path to the wizard mode (Woody's. Do it all again and THEN go for the big shot to collect the Fireworks) path is much more difficult to achieve. This is by design. Pat Lawlor has specifically said that "Designing a wizard mode that only 3 people will see is a waste of our time." Does this mean that mean that Pat Lawlor is not interested in designing for competitive and skilled players? I don't think so. I believe he values the time of his design team (Yeah, he's addressing the "Wheres' the code?" crowd) and he will also keep the operator in mind first. This is where he is coming from and it shows. Will I ever get a copy of this game from my own collection? I don't know. But I will say that the amount of fun that's packed into this game is dense and solid. I like it a lot more than the bits and pieces that I don't. And for me, that says a lot. No pinball game is perfect, and I don't necessarily want perfect. I want engaging, I want entertaining, I want fun. And this game does that.

Update:
After a bit of mileage I have figured out a few more things with this design. The saucer in the pops can be deflected in with a shot that is just to the right hand side of the entrance to the pops under the warp standup. It can be made with consistency and is probably the toughest shot on the table along with the warp standup. The Kaboom ramp is sweet, however, it offers just a single shot to complete. The individually controlled posts to the side work well, and the completed shot is sweet. However NGG had 3 shots up the ramp. The golf cart on the left, the center orbit and the hole in one shot. Both flippers can be used to make the shot. Kaboom is pretty much left inlane to a reflex shot to the ramp. NGG had the right flipper that would make the center shot, the car or rebound into the hole in 1. The release code is great and it works very well. This is a refreshing change from most games released today where getting the box out as quickly as possible is a business decision to make the money. KNOWING that the game will need code work for months or even years before the game is (ever?) completed. I am liked that the difficulty of reaching the second wizard mode is good, but it is also strange to hear a pinball designer in this day and age refute the skilled and competitive pinball player as a design decision. If Pat believes that the operators still drive the industry, I believe him. But I'd also like to see sales #s from JJP to operators as compared to home users. That doesn't mean that home users are any more or less skilled than location players... but most competitive pinball players own pinball games. Can the player bastardize the game with some playfield and code settings, sure. But some players like a long game, with deep rules. This is how many pinball players feel like they are getting their "Money's worth." To consciously decide that their dollar isn't that important to the pinball company is dismissive and will probably make a percentage of the player population take his creation less seriously. It's not that I don't agree with his value assessment (or not), rather it is the choice to take one part of the pinball player population, at the detriment of the other. I can see more serious pinball players choosing Stern games on this premise alone. Elwin's games are creative and have the depth of a longer term experience. And they are still accessible by most casuals. Is this the "gentler and kinder" Pat Lawlor that people have been telling me about?

This decision wasn't the playfield design. The playfield design is great. This decision isn't the ruleset. Joe Katz and the JJP team did a great job with the task given to them. This decision was made by the game's designer and while he has his reasons to do so, the pinball market may very well choose to look to other games because of it. Many operators that I know today rely on the secondary market to recoup or boost the monies that they invested into their business. Once earnings trail off, they will pass the game on to buy the new and improved. The 90's were Pat Lawlor's time to shine. He seems to be stuck there and doesn't care much for anyone else's opinion. Time marches on in all things. Pinball like so many other things is evolving.

Adapt or perish.
9.352/10
1 year ago
Toy Story (4). The latest game from Pat Lawlor and JJP.

The Pros:
Pat Lawler has once again given us a creative and diversified playfield. The shot selection and balance of skillful and chaotic is something that his games have shown from bonsai run all the way through what he's doing today. If Pat's games have suffered from anything in the past it has been lackluster rules and programming. Is not the case with this game. As evidenced by the update for Willy Wonka's pinball code, the programming that has gone into this game is well thought out and balanced. The shots on this game are very well placed. I especially like the Canada ramp which skips up and over better than no good gophers ever did into the return that comes back to the left in lane. I also like the no good Gabby gopher as well. The combos ending with Gabby are well done. Also I have to take a moment to give maximum respect to all the people that worked with the information that Disney and Pixar gave to Jersey jack. The video, the lighting, the music, the theater of this project is absolutely incredible. The lock shot with the drop Target on the left is very well placed. And the feed into the spinner takes a huge hint from games of the past. Thank you to Joe Katz from making the programming on this game a market improvement from Pat Lawler's games of the past.

The Cons:
The random saucer that is associated with buzz lightyear by the pop bumpers is an indirect shot. As long as the game is in somebody's home and is well taken care of, it's going to be fine. But a well-worn copy on location that isn't taken care of in an ideal setting, this feature is going to be a lot less random and a lot more rare. But most importantly... Where is Mr. Potato Head? For real. Do you not feel the hockey puck? Because Don Rickles is the best and his character is nowhere to be seen on this game. This may be a legal licensing issue. And while I don't like it, it probably wasn't up to JJP to begin with. What a shame. I don't go Gaga for themes or details within themes too often, but this is Mr. Warmth we're talking about here. In toy story is not toy story without him. I don't care if Tom Hanks his brother voiced woody. I don't care if he's too good to lend his likeness to pinball, but not having Don rickles, that's a crying shame.

The Takeaway:
I'm curious to see how well this game holds up on location. Jersey Jack pinball makes fantastic pinball games. However, I think that they're also very good about making pinball games that are designed for The collector first. Location second. While some mechanisms like Gabby and the Canada ramp are variance of games that he's done in the past with no good gophers and revenge from mars, I'm curious to see how well these mechanisms hold up over time. I'm also curious to know how the lighting an engineering on this game holds up. With all that said, this game isn't absolute joy to play and watch while your friends play as well. Little kids are going to play this game and become pinheads later in life. That is the long term goal.

The Carnival mode has two rule paths. One represented by Buzz Lightyear and one represented by Woody. I got to the Buzz lightyear wizard mode after a few days of play. The more difficult path to the wizard mode (Woody's. Do it all again and THEN go for the big shot to collect the Fireworks) path is much more difficult to achieve. This is by design. Pat Lawlor has specifically said that "Designing a wizard mode that only 3 people will see is a waste of our time." Does this mean that mean that Pat Lawlor is not interested in designing for competitive and skilled players? I don't think so. I believe he values the time of his design team (Yeah, he's addressing the "Wheres' the code?" crowd) and he will also keep the operator in mind first. This is where he is coming from and it shows. Will I ever get a copy of this game from my own collection? I don't know. But I will say that the amount of fun that's packed into this game is dense and solid. I like it a lot more than the bits and pieces that I don't. And for me, that says a lot. No pinball game is perfect, and I don't necessarily want perfect. I want engaging, I want entertaining, I want fun. And this game does that.

Update:
After a bit of mileage I have figured out a few more things with this design. The saucer in the pops can be deflected in with a shot that is just to the right hand side of the entrance to the pops under the warp standup. It can be made with consistency and is probably the toughest shot on the table along with the warp standup. The Kaboom ramp is sweet, however, it offers just a single shot to complete. The individually controlled posts to the side work well, and the completed shot is sweet. However NGG had 3 shots up the ramp. The golf cart on the left, the center orbit and the hole in one shot. Both flippers can be used to make the shot. Kaboom is pretty much left inlane to a reflex shot to the ramp. NGG had the right flipper that would make the center shot, the car or rebound into the hole in 1. The release code is great and it works very well. This is a refreshing change from most games released today where getting the box out as quickly as possible is a business decision to make the money. KNOWING that the game will need code work for months or even years before the game is (ever?) completed. I am liked that the difficulty of reaching the second wizard mode is good, but it is also strange to hear a pinball designer in this day and age refute the skilled and competitive pinball player as a design decision. If Pat believes that the operators still drive the industry, I believe him. But I'd also like to see sales #s from JJP to operators as compared to home users. That doesn't mean that home users are any more or less skilled than location players... but most competitive pinball players own pinball games. Can the player bastardize the game with some playfield and code settings, sure. But some players like a long game, with deep rules. This is how many pinball players feel like they are getting their "Money's worth." To consciously decide that their dollar isn't that important to the pinball company is dismissive and will probably make a percentage of the player population take his creation less seriously. It's not that I don't agree with his value assessment (or not), rather it is the choice to take one part of the pinball player population, at the detriment of the other. I can see more serious pinball players choosing Stern games on this premise alone. Elwin's games are creative and have the depth of a longer term experience. And they are still accessible by most casuals. Is this the "gentler and kinder" Pat Lawlor that people have been telling me about?

This decision wasn't the playfield design. The playfield design is great. This decision isn't the ruleset. Joe Katz and the JJP team did a great job with the task given to them. This decision was made by the game's designer and while he has his reasons to do so, the pinball market may very well choose to look to other games because of it. Many operators that I know today rely on the secondary market to recoup or boost the monies that they invested into their business. Once earnings trail off, they will pass the game on to buy the new and improved. The 90's were Pat Lawlor's time to shine. He seems to be stuck there and doesn't care much for anyone else's opinion. Time marches on in all things. Pinball like so many other things is evolving.

Adapt or perish.
9.840/10
2 years ago
I FINALLY got the chance to play this game. Been looking for one for years. Wouldn't you know, it was in a friend's garage...

The Pros:
An interesting layout in a wide body proportion. I prefer narrow bodied games, but there are a few wider games that I like (Twilight Zone, Star Trek:TNG), I think this will be one of those wide body games that I think are of good playing quality. There are interesting shots to be made with good rules and choose-able paths through the game's software. I would even go as far as saying that the different paths are different enough to offer multiple experiences within the same box. BRILLIANT! The artwork on the game is perfect for the theme and while some consider the lighting on this game to be "dark"... it is appropriate to the dressing and theater of what the designers created. Let's call it the "anti-feature". When this game flows, it sings. When the cross playfield shots work, the feed from the upper right to the upper left to the ramp shot may be one of the most satisfying combos in all of pinball. I like the artwork on the standard version. I like the artwork on the LE with the lights on top of the game even more!

The Cons:

Andrew Heighway.

Some of the audio and video assets show their age. I don't know if the game feels "clunky" or if the copy I played just needed more love. I do like me some Sigourney, but I also understand why she isn't included in the design. They got her on Ghostbusters, but not this game. Calling Roger Sharpe! The shitshow that this game whipped up is a most tragic story. I know of a few people who put their hearts into it's development only for the house of cards to fall down. Hard. There were a lot of unhappy people who spent a great deal of money for a game that never showed up. The pain, feel it. Ouch.


The Takeaway:
The feel and the tension of this game is palpable. Better than any other horror game I have ever played. Credit for this is specially prominent to David Thiel. He knocked it out of the park with his part of the player experience. The theme is very well integrated and when the alien eats the ball, right off the playfield... WOW!

Credit to Pinball Brothers for keeping this project alive and supporting it after the nonsense that happened with the first verison of production. I may have to find a copy for my own collection.

Update:
After playing the Heighway game at VFW in Ann Arbor multiple times, I had to put this game on the short list. Found a copy. Traded a stern preem for it and man... WOW! This particular copy was the standard version. I like the darker look to the graphics and the feel of the game's suspense. One thing I didn't like... no stage flipping. The good news is that the software supports stage flipping. The not so good news is that I had to add an extra switch for the game to accept the inputs from the flipper buttons. I also don't care for how difficult the balls are to see just above the slings and the inlanes/outlanes. It's hard to defend against what you can't see.

This took a bit of figuring out. Got the double switches, but there was nothing in the man-well to show me what to do. The good news is that Pinball Brothers has an excellent tech support team. With a bit of trial and error (message me if you have any questions about what I did if you want to do it to your own copy yourself...) I got it to fit and work as it should. And man... this game is AWESOME! I usually don't like wide body games. This game and TZ are the exceptions. 4 flippers with multiple cross playfield shots. The shots from the two lower flippers feel GREAT. The shots from the upper flippers are challenging and satisfying. The rules of the game have been thoroughly sussed out and your choice between the ALIEN and the ALIENS mode paths means that you can choose the path of play that offers you the kind of modes that you prefer to play. Get to know this game and it will show it's quality to you. I am still mastering the weapons and when to activate them, but this feature adds another layer of depth to the ruleset.

More than anything else, the theatre of this game offers a different player interactive experience than any other pinball game that I can think of at the moment. Most pinball game have a relationship of man vs. machine. A few games offer the chance of the experience to me man WITH machine. Alien isn't like that. This pinball game is HUNTING THE PLAYER. Losing to this game has DIRE emotional weight to it. Do you want to have a Xeno bursting out of your chest because your playing came up short? Then you'd better play like your life depends on it!
9.840/10
2 years ago
I FINALLY got the chance to play this game. Been looking for one for years. Wouldn't you know, it was in a friend's garage...

The Pros:
An interesting layout in a wide body proportion. I prefer narrow bodied games, but there are a few wider games that I like (Twilight Zone, Star Trek:TNG), I think this will be one of those wide body games that I think are of good playing quality. There are interesting shots to be made with good rules and choose-able paths through the game's software. I would even go as far as saying that the different paths are different enough to offer multiple experiences within the same box. BRILLIANT! The artwork on the game is perfect for the theme and while some consider the lighting on this game to be "dark"... it is appropriate to the dressing and theater of what the designers created. Let's call it the "anti-feature". When this game flows, it sings. When the cross playfield shots work, the feed from the upper right to the upper left to the ramp shot may be one of the most satisfying combos in all of pinball.

The Cons:

Andrew Heighway.

Some of the audio and video assets show their age. I don't know if the game feels "clunky" or if the copy I played just needed more love. I do like me some Sigourney, but I also understand why she isn't included in the design. They got her on Ghostbusters, but not this game. Calling Roger Sharpe! The shitshow that this game whipped up is a most tragic story. I know of a few people who put their hearts into it's development only for the house of cards to fall down. Hard. There were a lot of unhappy people who spent a great deal of money for a game that never showed up. The pain, feel it. Ouch.


The Takeaway:
The feel and the tension of this game is palpable. Better than any other horror game I have ever played. Credit for this is specially prominent to David Thiel. He knocked it out of the park with his part of the player experience. The theme is very well integrated and when the alien eats the ball, right off the playfield... WOW!

Credit to Pinball Brothers for keeping this project alive and supporting it after the nonsense that happened with the first verison of production. I may have to find a copy for my own collection.

Update:
After playing the Heighway game at VFW in Ann Arbor multiple times, I had to put this game on the short list. Found a copy. Traded a stern preem for it and man... WOW! This particular copy was the standard version. I like the darker look to the graphics and the feel of the game's suspense. One thing I didn't like... no stage flipping. The good news is that the software supports stage flipping. The not so good news is that I had to add an extra switch for the game to accept the inputs from the flipper buttons. I also don't care for how difficult the balls are to see just above the slings and the inlanes/outlanes. It's hard to defend against what you can't see.

This took a bit of figuring out. Got the double switches, but there was nothing in the man-well to show me what to do. The good news is that Pinball Brothers has an excellent tech support team. With a bit of trial and error (message me if you have any questions about what I did if you want to do it to your own copy yourself...) I got it to fit and work as it should. And man... this game is AWESOME! I usually don't like wide body games. This game and TZ are the exceptions. 4 flippers with multiple cross playfield shots. The shots from the two lower flippers feel GREAT. The shots from the upper flippers are challenging and satisfying. The rules of the game have been thoroughly sussed out and your choice between the ALIEN and the ALIENS mode paths means that you can choose the path of play that offers you the kind of modes that you prefer to play. Get to know this game and it will show it's quality to you. I am still mastering the weapons and when to activate them, but this feature adds another layer of depth to the ruleset.

More than anything else, the Theatre of this game offers a different player interactive experience than any other pinball game that I can think of at the moment. Most pinball game have a relationship of man vs. machine. A few games offer the chance of the experience to me man WITH machine. Alien isn't like that. This pinball game is HUNTING THE PLAYER. Losing to this game has DIRE emotional weight to it. Do you want to have a Xeno bursting out of your chest because your playing came up short? Then you'd better play like your life depends on it!
9.840/10
2 years ago
I FINALLY got the chance to play this game. Been looking for one for years. Wouldn't you know, it was in a friend's garage...

The Pros:
An interesting layout in a wide body proportion. I prefer narrow bodied games, but there are a few wider games that I like (Twilight Zone, Star Trek:TNG), I think this will be one of those wide body games that I think are of good playing quality. There are interesting shots to be made with good rules and choose-able paths through the game's software. I would even go as far as saying that the different paths are different enough to offer multiple experiences within the same box. BRILLIANT! The artwork on the game is perfect for the theme and while some consider the lighting on this game to be "dark"... it is appropriate to the dressing and theater of what the designers created. Let's call it the "anti-feature". When this game flows, it sings. When the cross playfield shots work, the feed from the upper right to the upper left to the ramp shot may be one of the most satisfying combos in all of pinball.

The Cons:

Andrew Heighway.

Some of the audio and video assets show their age. I don't know if the game feels "clunky" or if the copy I played just needed more love. I do like me some Sigourney, but I also understand why she isn't included in the design. They got her on Ghostbusters, but not this game. Calling Roger Sharpe! The shitshow that this game whipped up is a most tragic story. I know of a few people who put their hearts into it's development only for the house of cards to fall down. Hard. There were a lot of unhappy people who spent a great deal of money for a game that never showed up. The pain, feel it. Ouch.


The Takeaway:
The feel and the tension of this game is palpable. Better than any other horror game I have ever played. Credit for this is specially prominent to David Thiel. He knocked it out of the park with his part of the player experience. The theme is very well integrated and when the alien eats the ball, right off the playfield... WOW!

Credit to Pinball Brothers for keeping this project alive and supporting it after the nonsense that happened with the first verison of production. I may have to find a copy for my own collection. This review was based on the Pinball Brothers game, not the Heighway production model.

Update:
After playing the Heighway game at VFW in Ann Arbor multiple times, I had to put this game on the short list. Found a copy. Traded a stern preem for it and man... WOW! This particular copy was the standard version. I like the darker look to the graphics and the feel of the game's suspense. One thing I didn't like... no stage flipping. The good news is that the software supports stage flipping. The not so good news is that I had to add an extra switch for the game to accept the inputs from the flipper buttons. I also don't care for how difficult the balls are to see just above the slings and the inlanes/outlanes. It's hard to defend against what you can't see.

This took a bit of figuring out. Got the double switches, but there was nothing in the man-well to show me what to do. The good news is that Pinball Brothers has an excellent tech support team. With a bit of trial and error (message me if you have any questions about what I did if you want to do it to your own copy yourself...) I got it to fit and work as it should. And man... this game is AWESOME! I usually don't like wide body games. This game and TZ are the exceptions. 4 flippers with multiple cross playfield shots. The shots from the two lower flippers feel GREAT. The shots from the upper flippers are challenging and satisfying. The rules of the game have been thoroughly sussed out and your choice between the ALIEN and the ALIENS mode paths means that you can choose the path of play that offers you the kind of modes that you prefer to play. Get to know this game and it will show it's quality to you. I am still mastering the weapons and when to activate them, but this feature adds another layer of depth to the ruleset.

More than anything else, the Theatre of this game offers a different player interactive experience than any other pinball game that I can think of at the moment. Most pinball game have a relationship of man vs. machine. A few games offer the chance of the experience to me man WITH machine. Alien isn't like that. This pinball game is HUNTING THE PLAYER. Losing to this game has DIRE emotional weight to it. Do you want to have a Xeno bursting out of your chest because your playing came up short? Then you'd better play like your life depends on it!
8.202/10
2 years ago
This review is for the “other” genesis game.

The Pros:
A creative and challenging layout with true skill shot considerations from the plunge. A ramp with a spinner on it like Flash Gordon that is very satisfying to shoot. Bally computers and hotline mechs. A great combination for early 80’s playability, survivability and repairability. Drop targets and a short playing upper playfield with two flippers. This game may be harder than Flash Gordon. Pinball masochists... unite! Swords and sorcery artwork stolen for the best of causes. I love it. That little down ramp from the upper playfield is well designed and super dangerous!!!

The Cons:
Finding one. The copy I played had flaking on the ripped off Boris Vallejo BG artwork. Ball times are punishingly short. Tiny text on the playfield that gets lost in the mosh-mash of heavy metal artwork. Supposedly this game’s production was halted due to the theme of the game being biblical in nature. I have no idea if this is true or not. Curse you pin-hating cultists!!!

The Takeaway:
It is always a good day to find game that I have never played before. It’s even better when I have never even heard of the manufacturer. If you can find one that works, play it!

With our luck, the next Genesis game will feature Phil Collins...
8.870/10
2 years ago
The newest title from Stern Pinball, X-men! Errr, Rush!

The Pros:
The good news is I really like playing X-men and listening to Rush! I’m joking, but that’s how playing this game feels to me. The Radical ramp diverter is implemented perfectly and makes the ramps more fun and is a great part of this design. I am curious to see how it is implemented in the rules and modes. The 1-2-3 shots and their variances in lit shots make for great and easily followed sequences. My other favorite bit with the layout is 3 bank of targets and the TWD inspired sequence to multiball (R.I.P. LFS). Is there a drum solo mode? I haven’t found it yet.

The Cons:
The holes in the middle of the playfield seem to swallow up the ball from indirect shorts meanderings and caroms more often than direct shots. The artwork on the cab is a mess of iconic Rush imagery. The playfield artwork is functional to direct the player, but looking at the band, they look like they are made out of play dough. Except for Lemmy, he looks GREAT! Where’s his hat? Video footage is quite varied in image quality throughout their career. I know that something like this wouldn’t happen while Neal Pearl was alive (damn... two R.I.Ps in a single review), but I wonder if they will take any audio and put it into call outs. I don’t expect to hear him. Try to read the rule sheet. Just try...

Poorly adjusted scoops will put the ball between the flippers. Yay!

The Takeaway:
I know the code is early, but right now it feels like the rules are well thought out in its direction. Other than the wolverine holes, this game plays really well. Earnings-wise, this game design may end up like x-men. The theme fans and technical players will love it. But most casuals will probably dismiss it as a "dad thinks he's rad" jukebox and walk on by. I’d love to be wrong on that call. Rush is one of my favorite bands of all time and I am happy that they got a pinball game. It just seems strange to me as they never really licensed anything with their identity before... Looking forward to playing the Preem / LE!

Update:
Played the premium last night and it was more of a noticeable difference than I expected. The third ramp goes to the the left inlane on the right. All 3 inlanes can now be scored with ramp/ VUK shots. The rising ramp on the time machine magno-ring is a simple and well done toy. The lighting on the side is similar to the lanes on the side of Led Zep. Is it me, or all of the children of the 70's happy with their happy place tunes now? Grandpa rock... rocks on! The good news, is that this layout is solid. A more refined and tuned x-men playfield with incredibly well done code. Code balance is the key here and while the risk/ reward isn't as heavy as multiball scoring, stacking modes and bringing them into multiball is always a solid path of gameplay. The modes are challenging and well directed to the player on the tv screen as well as with the playfield lighting. The "stacks" of inserts by the shots reminds me of metallica. There is a LOT to do on this design. multiple goals are placed for the player and the little things that matter, are paid attention to. The touring of the music is well placed and nothing feels so right as Mr. Lee and Mr. Leifson gurning you out as you play as any proper Canadian would.

For me, I like the premium/LE more than the pro for playability reasons. Lighting is well done and the game is a shooter's delight. Didn't like it when I first played it, now. It is on the want list! Wait... didn't that happen with X-men???
8.858/10
2 years ago
The newest title from Stern Pinball, X-men! Errr, Rush!

The Pros:
The good news is I really like playing X-men and listening to Rush! I’m joking, but that’s how playing this game feels to me. The Radical ramp diverter is implemented perfectly and makes the ramps more fun and is a great part of this design. I am curious to see how it is implemented in the rules and modes. The 1-2-3 shots and their variances in lit shots make for great and easily followed sequences. My other favorite bit with the layout is 3 bank of targets and the TWD inspired sequence to multiball (R.I.P. LFS). Is there a drum solo mode? I haven’t found it yet.

The Cons:
The holes in the middle of the playfield seem to swallow up the ball from indirect shorts meanderings and caroms more often than direct shots. The artwork on the cab is a mess of iconic Rush imagery. The playfield artwork is functional to direct the player, but looking at the band, they look like they are made out of play dough. Except for Lemmy, he looks GREAT! Where’s his hat? Video footage is quite varied in image quality throughout their career. I know that something like this wouldn’t happen while Neal Pearl was alive (damn... two R.I.Ps in a single review), but I wonder if they will take any audio and put it into call outs. I don’t expect to hear him. Try to read the rule sheet. Just try...

Poorly adjusted scoops will put the ball between the flippers. Yay!

The Takeaway:
I know the code is early, but right now it feels like the rules are well thought out in its direction. Other than the wolverine holes, this game plays really well. Earnings-wise, this game design may end up like x-men. The theme fans and technical players will love it. But most casuals will probably dismiss it as a "dad thinks he's rad" jukebox and walk on by. I’d love to be wrong on that call. Rush is one of my favorite bands of all time and I am happy that they got a pinball game. It just seems strange to me as they never really licensed anything with their identity before... Looking forward to playing the Preem / LE!

Update:
Played the premium last night and it was more of a noticeable difference than I expected. The third ramp goes to the the left inlane on the right. All 3 inlanes can now be scored with ramp/ VUK shots. The rising ramp on the time machine magno-ring is a simple and well done toy. The lighting on the side is similar to the lanes on the side of Led Zep. Is it me, or all of the children of the 70's happy with their happy place tunes now? Grandpa rock... rocks on! The good news, is that this layout is solid. A more refined and tuned x-men playfield with incredibly well done code. Code balance is the key here and while the risk/ reward isn't as heavy as multiball scoring, stacking modes and bringing them into multiball is always a solid path of gameplay. The modes are challenging and well directed to the player on the tv screen as well as with the playfield lighting. The "stacks" of inserts by the shots reminds me of metallica. There is a LOT to do on this design. multiple goals are placed for the player and the little things that matter, are paid attention to. The touring of the music is well placed and nothing feels so right as Mr. Lee and Mr. Leifson gurning you out as you play as any proper Canadian would.

For me, I like the premium/LE more than the pro for playability reasons. Lighting is well done and the game is a shooter's delight. Didn't like it when I first played it, now. It is on the want list! Wait... didn't that happen with X-men???
8.553/10
2 years ago
Chicago Gaming and the Cactus Canyon remake is HERE!

The Pros:
A great game that finally has the code and match sequence it should have had 25 years ago. Now we know what Robo-Bart was like and what it should have played like. Go through all the Barts and battle the Bot! This design is one of the best fan layouts ever made. Silky smooth and fast. The integration of drop targets into the playfield has been one of the strengths of this design. The train and Bart mechs seem to have been updated and as far as I can tell, play as they originally should have. Animations and sounds are awesome. The lighting around the playfield and in the back of the cabinet are improved. The LED lights illuminate this game quite nicely. The bigger display screen on the newer version of the bezel is well done and all the visual assets look fantastic. This game is the closest you are going to get to a direct pipeline to a bally/williams game made in 1997. It feels SOLID. Cabinet, mechs, shots, and now with "finished" code. Do you want to go back to that happy place that you knew in the late 1990's, here's your ticket!

Cons:
Flipper feel / response. I had some real trouble finding shots that I thought would have been easy to shoot. I guess I have to work on my adaptation skills... Strobe like LED flickering near the flippers with the (improved?) theatre of the lighting may cause epiliptic siezures in the pinball players who couldn't get enough of the saucer on AFM. The artwork on bg/translite had contrast/color saturation issues. It did not look like the original Youssi artwork. ShowDown multiball still adds a ball for every 4 drops knoocked down. I didn't try the Lost Mine + Showdown stack (I'd be surprised if it was still in there...) but that showdown multiball can go on FOREVER with factory settings. Tourney players WILL take advantage of this. Maybe there is a software setting for the showdown add-a-bawls too?

The Takeaway:
Strangely enough, This pinball game feels retro. I am going to direct that in relation to the game rules of today. Designers and programmers have more power and choices to make with the tools that they can create with. Just like so many things. Pinball game rulesets are leaps and bounds ahead of what was cutting edge when this game was created. There is also a change in production mindsets. Games used to be released with "FINAL" code. Unless there was a fatal error found in a game's rules and operations, what the game was released with from the factory, was what we played. What it was. Today, games are released with incomplete code to make the sale ASAP. Updates take months if not years to be completely sussed out. What it is. If there is more to the code and the "options" that this version of the game has, I have not seen it yet. If and when I do, I will update this rating.

A few years ago I got to play the Computer controlled (P3?) software upgrade complete with wub-wub mode. They stuck with the original rules. I liked it and while I am disappointed that it isn't in the new game. I also understand from a business perspective, why it isn't there. I liked the modified code and wished it had happened. What can I say... I am spoiled!





I believe this was the last game he worked on.

LFS RIP
8.553/10
2 years ago
Chicago Gaming and the Cactus Canyon remake is HERE!

The Pros:
A great game that finally has the code and match sequence it should have had 25 years ago. Now we know what Robo-Bart was like and what it should have played like. Go through all the Barts and battle the Bot! This design is one of the best fan layouts ever made. Silky smooth and fast. The integration of drop targets into the playfield has been one of the strengths of this design. The train and Bart mechs seem to have been updated and as far as I can tell, play as they originally should have. Animations and sounds are awesome. The lighting around the playfield and in the back of the cabinet are improved. The LED lights illuminate this game quite nicely. The bigger display screen on the newer version of the bezel is well done and all the visual assets look fantastic. This game is the closest you are going to get to a direct pipeline to a bally/williams game made in 1997. It feels SOLID. Cabinet, mechs, shots, and now with "finished" code. Do you want to go back to that happy place that you knew in the late 1990's, here's your ticket!

Cons:
Flipper feel / response. I had some real trouble finding shots that I thought would have been easy to shoot. I guess I have to work on my adaptation skills... Strobe like LED flickering near the flippers with the (improved?) theatre of the lighting may cause epiliptic siezures in the pinball players who couldn't get enough of the saucer on AFM. The artwork on bg/translite had contrast/color saturation issues. It did not look like the original Youssi artwork. ShowDown multiball still adds a ball for every 4 drops knoocked down. I didn't try the Lost Mine + Showdown stack (I'd be surprised if it was still in there...) but that showdown multiball can go on FOREVER with factory settings. Tourney players WILL take advantage of this. Maybe there is a software setting for the showdown add-a-bawls too?

The Takeaway:
Strangely enough, This pinball game feels retro. I am going to direct that in relation to the game rules of today. Designers and programmers have more power and choices to make with the tools that they can create with. Just like so many things. Pinball game rulesets are leaps and bounds ahead of what was cutting edge when this game was created. There is also a change in production mindsets. Games used to be released with "FINAL" code. Unless there was a fatal error found in a game's rules and operations, what the game was released with from the factory, was what we played. What it was. Today, games are released with incomplete code to make the sale ASAP. Updates take months if not years to be completely sussed out. What it is. If there is more to the code and the "options" that this version of the game has, I have not seen it yet. If and when I do, I will update this rating.

A few years ago I got to play the Computer controlled (P3?) software upgrade complete with wub-wub mode. They stuck with the original rules. I liked it and while I am disappointed that it isn't in the new game. I also understand from a business perspective, why it isn't there. I liked the modified code and wished it had happened. What can I say... I am spoiled!





I believe this was the last game he worked on.

LFS RIP
8.553/10
2 years ago
Chicago Gaming and the Cactus Canyon remake is HERE!

The Pros:
A great game that finally has the code and match sequence it should have had 25 years ago. Now we know what Robo-Bart was like and what it should have played like. Go through all the Barts and battle the Bot! This design is one of the best fan layouts ever made. Silky smooth and fast. The integration of drop targets into the playfield has been one of the strengths of this design. The train and Bart mechs seem to have been updated and as far as I can tell, play as they originally should have. Animations and sounds are awesome. The lighting around the playfield and in the back of the cabinet are improved. The LED lights illuminate this game quite nicely. The bigger display screen on the newer version of the bezel is well done and all the visual assets look fantastic. This game is the closest you are going to get to a direct pipeline to a bally/williams game made in 1997. It feels SOLID. Cabinet, mechs, shots, and now with "finished" code. Do you want to go back to that happy place that you knew in the late 1990's, here's your ticket!

Cons:
Flipper feel / response. I had some real trouble finding shots that I thought would have been easy to shoot. I guess I have to work on my adaptation skills... Strobe like LED flickering near the flippers with the (improved?) theatre of the lighting may cause epiliptic siezures in the pinball players who couldn't get enough of the saucer on AFM. The artwork on bg/translite had contrast/color saturation issues. It did not look like the original Youssi artwork. ShowDown multiball still adds a ball for every 4 drops knoocked down. I didn't try the Lost Mine + Showdown stack (I'd be surprised if it was still in there...) but that showdown multiball can go on FOREVER with factory settings. Tourney players WILL take advantage of this. Maybe there is a software setting for the showdown add-a-bawls too?

The Takeaway:
Strangely enough, This pinball game feels retro. I am going to direct that in relation to the game rules of today. Designers and programmers have more power and choices to make with the tools that they can create with. Just like so many things. Pinball game rulesets are leaps and bounds ahead of what was cutting edge when this game was created. There is also a change in production mindsets. Games used to be released with "FINAL" code. Unless there was a fatal error found in a game's rules and operations, what the game was released with from the factory, was what we played. What it was. Today, games are released with incomplete code to make the sale ASAP. Updates take months if not years to be completely sussed out. What it is. If there is more to the code and the "options" that this version of the game has, I have not seen it yet. If and when I do, I will update this rating.

A few years ago I got to play the Computer controlled (P3?) software upgrade complete with wub-wub mode. They stuck with the original rules. I liked it and while I am disappointed that it isn't in the new game. I also understand from a business perspective, why it isn't there. I liked the modified code and wished it had happened. What can I say... I am spoiled!





I believe this was the last game he worked on.

LFS RIP
8.695/10
2 years ago
The newest title from Stern Pinball, X-men! Errr, Rush!

The Pros:
The good news is I really like playing X-men and listening to Rush! I’m joking, but that’s how playing this game feels to me. The Radical ramp diverter is implemented perfectly and makes the ramps more fun and is a great part of this design. I am curious to see how it is implemented in the rules and modes. The 1-2-3 shots and their variances in lit shots make for great and easily followed sequences. My other favorite bit with the layout is 3 bank of targets and the TWD inspired sequence to multiball (R.I.P. LFS). Is there a drum solo mode? I haven’t found it yet.

The Cons:
The holes in the middle of the playfield seem to swallow up the ball from indirect shorts meanderings and caroms more often than direct shots. The artwork on the cab is a mess of iconic Rush imagery. The playfield artwork is functional to direct the player, but looking at the band, they look like they are made out of play dough. Except for Lemmy, he looks GREAT! Where’s his hat? Video footage is quite varied in image quality throughout their career. I know that something like this wouldn’t happen while Neal Pearl was alive (damn... two R.I.Ps in a single review), but I wonder if they will take any audio and put it into call outs. I don’t expect to hear him. Try to read the rule sheet. Just try...

Poorly adjusted scoops will put the ball between the flippers. Yay!

The Takeaway:
I know the code is early, but right now it feels like the rules are well thought out in its direction. Other than the wolverine holes, this game plays really well. Earnings-wise, this game design may end up like x-men. The theme fans and technical players will love it. But most casuals will probably dismiss it as a "dad thinks he's rad" jukebox and walk on by. I’d love to be wrong on that call. Rush is one of my favorite bands of all time and I am happy that they got a pinball game. It just seems strange to me as they never really licensed anything with their identity before... Looking forward to playing the Preem / LE!

Update:
Played the premium last night and it was more of a noticeable difference than I expected. The third ramp goes to the the left inlane on the right. All 3 inlanes can now be scored with ramp/ VUK shots. The rising ramp on the time machine magno-ring is a simple and well done toy. The lighting on the side is similar to the lanes on the side of Led Zep. Is it me, or all of the children of the 70's happy with their happy place tunes now? Grandpa rock... rocks on! The good news, is that this layout is solid. A more refined and tuned x-men playfield with incredibly well done code. Code balance is the key here and while the risk/ reward isn't as heavy as multiball scoring, stacking modes and bringing them into multiball is always a solid path of gameplay. The modes are challenging and well directed to the player on the tv screen as well as with the playfield lighting. The "stacks" of inserts by the shots reminds me of metallica. There is a LOT to do on this design. multiple goals are placed for the player and the little things that matter, are paid attention to. The touring of the music is well placed and nothing feels so right as Mr. Lee and Mr. Leifson gurning you out as you play as any proper Canadian would.

For me, I like the premium/LE more than the pro for playability reasons. Lighting is well done and the game is a shooter's delight. Didn't like it when I first played it, now. It is on the want list! Wait... didn't that happen with X-men???
8.632/10
2 years ago
I got the chance to play the Mandalorian with Dean Grover last night.

The Pros:
A killer theme that is incredibly well implemented. The kids will love it, the guys will love it, the baby yoda fans will love it, even the Bill Burr fans will love it. This game really has it all for license appeal. That alone will guarantee it will sell like hotcakes. Now for the real news. This game is fun to play. The variance of shots within the fan is solid and the lighting does an incredible job of guiding the player about the game's shot layout. There are some "dummy" shots up the middle, and a whole bunch of not so wide shots that require accurate aim. Brian Eddy has only made fan layouts since The Shadow, but this fan layout is varied and balanced between wider, narrower, easier and more difficult shots. Out of his fan layouts, this is his best one for stern. The upper flipper playfield is well balanced between skill and time in the no-draino area of the playfield. Utilization of this area during multiball and wizard modes is very well done. Keep moving. Up and down and all around that game! Gameplay modes with co-op and "Impossible mode" will keep this design fresh and make the legs on this game even longer. 3 vs. 1 player... why not! Now if you could only set the impossible mode on one player and regular play on others. 3 Mini-wi modes leading to a larger wizard mode. I like it! The ball speed on this deck is "wicked fast!" (Say it like Daddy Bald Freckles...) and Apollo Creed sounds fantastic.

The Cons:
Standard fan layout with a bit of clunk here and there. Some of the plastic posts holding up the ramps seem to be loose and may break. This alone may be reason to get a preem/le. just a few shots up the middle for the gimme multiball. I get it. Casual players need to feel like they can achieve success with this game, so throw them a multi-bone (I just made that up...). It's a feel thing. You can make a pinball game for the masses that doesn't feel like a Data East game from 1990. I just don't care for it. At least it isn't a mystery award for the win.

The Takeaway:
Another winner for Stern. The game looks and plays great. I don't watch the show, but playing this game makes me want to. That is always a good sign. More than anything this design proves that "IT'S THE RULES!" that make the game. Big ups to Dean and the Stern programming team. This game is a lot of fun to play!

Update:
The premium/ LE is the way to go with this design. The gist of it is this. The pro is the less exciting/ less random fan layout. And while fan layouts work, they can be predictable. Predictable games become boring. The Preem/LE, while still a fan, has more randomness up top with the yoder-magnet and the tilting playfield. There are some interesting rule choices to earn/make. But more than anything else, this is a fan layout with some more modern code. I prefer the preem/LE to the pro. But as a pinball game is concerned. This is a good game. Not a great game. A good game that is tourney worthy.
8.632/10
2 years ago
I got the chance to play the Mandalorian with Dean Grover last night.

The Pros:
A killer theme that is incredibly well implemented. The kids will love it, the guys will love it, the baby yoda fans will love it, even the Bill Burr fans will love it. This game really has it all for license appeal. That alone will guarantee it will sell like hotcakes. Now for the real news. This game is fun to play. The variance of shots within the fan is solid and the lighting does an incredible job of guiding the player about the game's shot layout. There are some "dummy" shots up the middle, and a whole bunch of not so wide shots that require accurate aim. Brian Eddy has only made fan layouts since The Shadow, but this fan layout is varied and balanced between wider, narrower, easier and more difficult shots. Out of his fan layouts, this is his best one for stern. The upper flipper playfield is well balanced between skill and time in the no-draino area of the playfield. Utilization of this area during multiball and wizard modes is very well done. Keep moving. Up and down and all around that game! Gameplay modes with co-op and "Impossible mode" will keep this design fresh and make the legs on this game even longer. 3 vs. 1 player... why not! Now if you could only set the impossible mode on one player and regular play on others. 3 Mini-wi modes leading to a larger wizard mode. I like it! The ball speed on this deck is "wicked fast!" (Say it like Daddy Bald Freckles...) and Apollo Creed sounds fantastic.

The Cons:
Standard fan layout with a bit of clunk here and there. Some of the plastic posts holding up the ramps seem to be loose and may break. This alone may be reason to get a preem/le. just a few shots up the middle for the gimme multiball. I get it. Casual players need to feel like they can achieve success with this game, so throw them a multi-bone (I just made that up...). It's a feel thing. You can make a pinball game for the masses that doesn't feel like a Data East game from 1990. I just don't care for it. At least it isn't a mystery award for the win.

The Takeaway:
Another winner for Stern. The game looks and plays great. I don't watch the show, but playing this game makes me want to. That is always a good sign. More than anything this design proves that "IT'S THE RULES!" that make the game. Big ups to Dean and the Stern programming team. This game is a lot of fun to play! I am very curious to see how the Preem/ LE compares to this pro.

Update:
The premium/ LE is the way to go with this design. The gist of it is this. The pro is the less exciting/ less random fan layout. And while fan layouts work, they can be predictable. Predictable games become boring. The Preem/LE, while still a fan, has more randomness up top with the yoder-magnet and the tilting playfield. There are some interesting rule choices to earn/make. But more than anything else, this is a fan layout with some more modern code. I prefer the preem/LE to the pro. But as a pinball game is concerned. This is a good game. Not a great game. A good game that is tourney worthy.
9.680/10
2 years ago
Game #4 from the mind of Keith Elwin.

The Pros:
An original and complex layout that offers lots to do. A colorful art package that is full but not distracting. Even on the pro, color LED's are all around. The clips form all of the old movies keep the connection to the past alive, and are great to see. Fun to be had by all as the monsters do the happy pinball tilt dance. The sound package is solid and there are lots of easter eggs to be found (put in your initials as ADG and listen carefully)! The rules in this early stage (.78 is what I played) are mostly there and they are a lot of fun. Especially once you get to the second level of monsters by completing the tasks of the first layer. Learn how to use the whammy-button flame breath for strategic big scores. Will the Schnozzle become a tourney worthy technique? Well placed shots that dive into the backboard of the PF mean that this game "feels long", because it is. Multiball modes are lots of fun and any playfield with spinners all over it is a good thing in my book! I was surprised at how much I liked the MechaGodzilla spinning spinner platform with the magnet on top MechaNavel. While I think the bridge mechanism is kind of useless, the tower with the diverters and the lock mechanism is well implemented. I also like how the balls will divert to different inlanes from the different "floors" of the building. Will this affect the rules of the game that much as compared to the pro? I don't think so, but sweet spinner rips are always good in my book. I like it. I like the preem/le more than the pro. I don't feel that the pro suffers from not having these features... but the preem/LE is definitely my preference now.

The Cons:
The lower right hand side of the playfield is deadly! anything that bumbles out of the far right lane by the pop bumper is trouble. Anytime the ball is between the pop and the top of the sling, trouble. I'd say over 70% of my drains were out the right outlane on this design. Can it be adjusted? yes. Will it help, dunno yet. But for now, trouble. The inner middle loop around the building has a tendency to SDTM, with the ball travelling in either direction. Some of the feeds around the upper flipper feel clunky and the magnet is an interesting/wtf randomizer. That magnet gets "TOASTY!" This may lead to some playfield issues later. As in I hope this will not lead to TAF Playfield-like mangnet burn...

The Takeaway:
The most unusual and chaotic design from Keith and his team of merry pin-heads yet. This design requires physical manipulation to get the most out of the lower PF, tilts must be adjusted accordingly. Another creative playfield with good rules that provides kinetic satisfaction. Let's see how the rules and the finessing of code brings this game along. Only time will tell, but so far, this team has shown us that they know how to design great pinball games. Scores will be updated as this game is polished.
9.680/10
2 years ago
Game #4 from the mind of Keith Elwin.

The Pros:
An original and complex layout that offers lots to do. A colorful art package that is full but not distracting. Even on the pro, color LED's are all around. The clips form all of the old movies keep the connection to the past alive, and are great to see. Fun to be had by all as the monsters do the happy pinball tilt dance. The sound package is solid and there are lots of easter eggs to be found (put in your initials as ADG and listen carefully)! The rules in this early stage (.78 is what I played) are mostly there and they are a lot of fun. Especially once you get to the second level of monsters by completing the tasks of the first layer. Learn how to use the whammy-button flame breath for strategic big scores. Will the Schnozzle become a tourney worthy technique? Well placed shots that dive into the backboard of the PF mean that this game "feels long", because it is. Multiball modes are lots of fun and any playfield with spinners all over it is a good thing in my book! I was surprised at how much I liked the MechaGodzilla spinning spinner platform with the magnet on top MechaNavel. While I think the bridge mechanism is kind of useless, the tower with the diverters and the lock mechanism is well implemented. I also like how the balls will divert to different inlanes from the different "floors" of the building. Will this affect the rules of the game that much as compared to the pro? I don't think so, but sweet spinner rips are always good in my book. I like it. I like the preem/le more than the pro. I don't feel that the pro suffers from not having these features... but the preem/LE is definitely my preference now.

The Cons:
The lower right hand side of the playfield is deadly! anything that bumbles out of the far right lane by the pop bumper is trouble. Anytime the ball is between the pop and the top of the sling, trouble. I'd say over 70% of my drains were out the right outlane on this design. Can it be adjusted? yes. Will it help, dunno yet. But for now, trouble. The inner middle loop around the building has a tendency to SDTM, with the ball travelling in either direction. Some of the feeds around the upper flipper feel clunky and the magnet is an interesting/wtf randomizer. That magnet gets "TOASTY!" This may lead to some playfield issues later. As in I hope this will not lead to TAF Playfield-like mangnet burn...

The Takeaway:
The most unusual and chaotic design from Keith and his team of merry pin-heads yet. This design requires physical manipulation to get the most out of the lower PF, tilts must be adjusted accordingly. Another creative playfield with good rules that provides kinetic satisfaction. Let's see how the rules and the finessing of code brings this game along. Only time will tell, but so far, this team has shown us that they know how to design great pinball games. Scores will be updated as this game is polished.
7.117/10
2 years ago
Legends of Valhalla is the first game put together by RIOT pinball through American pinball. Well done guys, you broke through the industry barrier!

The Pros:
My first impression of this design was "boy, is this game looooooong!" It feels like the old B/W playfield measurements, but for some reason this game feels narrow. Not a bad thing, just narrow. The shot selection on this game is quite good. Loops under ramps and other pf mechanism that make the most of the square footage of gameplay. This playfield is not perfect, but it is really good. Props to the designer for the Berserker drop target and making a shot on the playfield where there wasn't one before! I am still exploring all the modes (so give me a bit to find out what is really there in the code) and look forward to the wizard modes. There seems to be some shoot for the flashing lights and a multiball modes in there. Progressing through modes unlocks more difficult/valuable modes in the rule set. Multiball with the locks from the upper flipper to the longboat lock mech are well done and the placement of the kraken magno-randomizer is random enough to be dangerous, but not so close the the flippers to turn this design into a luck-box. Silky smooth orbits mean this game will combo with a quick eye and reflexes.

The Cons:
Artwork and Audio was not consistent and well balanced between graphics shown on the screen and the volume levels of the voice actors. Artwork was either well defined and line heavy (like the cab) or sometimes was very painterly and while I love both styles, the didn't always compliment each other. For some reason I had a devil of a time finding the center ramp from either flipper. I guess I have to play better now. Or at least work on my adaptation skills.

the Takeaway:
Once I get the feel of a few shots, I really started to enjoy the way this game played. While this isn't their first game, it is their first full production game. Is it perfect, no. This team is much smaller than the teams at any other manufacturer with the possible exception of Spooky. Charlie and his team of scary men led this charge with their own company. This game is the harbringer of the new wave of pinball genesis. Projects created by creative people outside the industry where smaller teams of inspired pinheads who choose to make the games happen. I like playing this game better than the other designs that American pinball has made so far. I will be playing this game some more. Expect updates as I become more familiar with this design.

Well played Riot pinball. And thanks to American pinball to recognize talent and bring their vision to production reality.

Update:
I went back and played the game again. I got further through the ruleset of the game (which has been updated at least twice with software tweaks since I played last time) and my impression of the rules is that there are lots of modes that consist of shoot the colored arrows. You do not have to finish a mode to "defeat" your enemy, which makes me wonder, can I just time out modes and get to that level IV thor mode that way? I have heard a few people express displeasure with the artwork of the game. The man who created this game also did the artwork. Is it asking too much of a single creator? There are inconsistencies with the animations on the LCD, but this is something we have seen from American Pinball in all of their games (except Hot Wheels where the art assets were given to them). Also, I don't see any other pinball designers out there creating the artwork on their designs. Give this guy a break, he's doing everything he can! Playing the game some more, the details of the game (upper lane hammer and the kraken magnet) added to the quality of the experience but I had an issue with one part of the game. The flippers. This is a new game out of the box and the flippers felt sluggish. Did someone put molasses into these mechs? Really. I don't know if it was a switch adjustment, or something that wouldn't be fixed as easily... but I had real problems with consistent flipping of the ball from all 3 flippers. It was bad enough that I didn't want to play the game after a few credits.

Not good.

You can't have a game of pinball play well without flippers that don't operate properly. I'll go back and play the game again in a few weeks, but for now... scores are reduced. I will also review the game again after I play another copy of the game. It could be isolated to this early production copy or even operator error. Hoping for a better experience next time.

Update v.2:
Klunk
Klunk

Someone is going to call this game junk.

It's not. It is a whole lot of "almost there". The difference and polish on this game becomes apparent when you play it. The Good News is, software can be refined and updated. The bad news is, you can't do that with a playfield. The actual layout is what you're stuck with when you're playing the game. And in this particular case, it is not refined.

There have been 4 new designers that came out with original pinball designs in the last 30 years. And what I mean by that, is truly original feels and concepts applied to their own games. Now I understand that this is a review. It's just an opinion. But here's what I've seen.

Brian Eddy, The Shadow, 1995

And then over 20 years later... Scott Danesi, Total Nuclear Annihilation, 2017

Scott Gulicks, Legends of Valhalla, 2021

Jack Danger, Foo Fighters 2023

I know that Scott did his other historically legendary peace Mount Olympus but it never saw production. This is not easy to do. However, what I'm feeling when I play this game is that the prototype may have looked and felt different than what production came to. Look at lost? Was it the difference between what he and his team created and what American pinball actually produced? That could be it. I don't know. But when I play this game, it does not feel finished. It feels like a good prototype, but nowhere near the smooth and polished feel of what came out of Bally Williams in the 90s or Stern pinball today. I hate saying this. This may be my most painful review, ever. And by no means does this diminish the efforts or the talents of the people that brought this game together. However, it is not in the same league as what we are seeing from Stern pinball or other manufacturers. It's not a truly professional project. It feels good, sometimes. It should feel good, all the time.

And while this may be a stepping stone to other projects, I do not want to be the person who is finger shaking and telling people not to reach for their dreams. I get it. Keep reaching guys, and use what you've learned from this project to create higher quality product and better pinball experiences in the future.

Wishing Scott and his team luck, sanity, patience, time to finesse their work and more produced pinball game designs in the future.
9.653/10
2 years ago
Game #4 from the mind of Keith Elwin.

The Pros:
An original and complex layout that offers lots to do. A colorful art package that is full but not distracting. Even on the pro, color LED's are all around. The clips form all of the old movies keep the connection to the past alive, and are great to see. Fun to be had by all as the monsters do the happy pinball tilt dance. The sound package is solid and there are lots of easter eggs to be found (put in your initials as ADG and listen carefully)! The rules in this early stage (.78 is what I played) are mostly there and they are a lot of fun. Especially once you get to the second level of monsters by completing the tasks of the first layer. Learn how to use the whammy-button flame breath for strategic big scores. Will the Schnozzle become a tourney worthy technique? Well placed shots that dive into the backboard of the PF mean that this game "feels long", because it is. Multiball modes are lots of fun and any playfield with spinners all over it is a good thing in my book!

The Cons:
The lower right hand side of the playfield is deadly! anything that bumbles out of the far right lane by the pop bumper is trouble. Anytime the ball is between the pop and the top of the sling, trouble. I'd say over 70% of my drains were out the right outlane on this design. Can it be adjusted? yes. Will it help, dunno yet. But for now, trouble. The inner middle loop around the building has a tendency to SDTM, with the ball travelling in either direction. Some of the feeds around the upper flipper feel clunky and the magnet is an interesting/wtf randomizer. That magnet gets "TOASTY!" This may lead to some playfield issues later. As in I hope this will not lead to TAF Playfield-like mangnet burn...

The Takeaway:
The most unusual and chaotic design from Keith and his team of merry pin-heads yet. This design requires physical manipulation to get the most out of the lower PF, tilts must be adjusted accordingly. Another creative playfield with good rules that provides kinetic satisfaction. Let's see how the rules and the finessing of code brings this game along. Only time will tell, but so far, this team has shown us that they know how to design great pinball games. I am very interested to see what the Preem/LE feels like in comparison. Scores will be updated as this game is polished.
7.452/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.
7.452/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.
7.740/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.
7.740/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.
8.620/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.

Update:
I got another chance to play this game recently and, I have a much better idea of what it's like now. First of all, work needs to be done on the graphical user interface. Communication with the player is key when things are not obvious and my eyes are pretty good. I even noticed some overlapping text on the bonus count screen. These things are easy to fix, and I know that the team will get to it as soon as they can. I had to squint to see what needed to be done to get things started. Six shots of the middle ramp was what got me to the upper playfield. I had no idea until I was into my second run with the game. I also have to say that I got the hedge multi-ball started and when the piano music kicked in, it was awesome! Rarely have I ever felt more tension and suspense playing a pinball game ever then this one. It was really well done. However, theater cannot save a pinball game. And while this game is still the best non-Danesi pinball game that spooky has produced, it still does not show the finesse and polishing that we see from games from other manufacturers. This game was better than I originally thought it was. And in that case, I love being wrong. I love learning new things and having awesome pinball experiences. If you like horror, and you like pinball, this is as good as it gets!
7.452/10
2 years ago
Ultraman / Halloween is the latest offering from Spooky pinball.

The Pros:
This is the first game I've played since Gottlieb Haunted House (1982) that has 3 playfields. The shot selection on the two miniature playfields in particular is very well done. The top playfield has a spinner! I didn't get much time on this design, but I have to say that playing multiball on three playfield simultaneously is a mind-bending pinball achievement! Skill shots and multi-ball make the most of the shots on the left hand side of the playfield as well as the standup targets between them. The lighting around the edges of the upper playfield and the colored LEDs are very well done. Integration of lights, colors and guiding the players eyes to shots that need to be made is better on this game than most spooky games in the past. The rules are laid out on the screen for the modes and multi-ball for easy player access. While still not at the refinement of games from other manufacturers, spooky keeps getting better with this with every single game that they produce. With pinball has a niche audience, spooky seems to have found it.

The Cons:
Between Ultraman and halloween, Halloween seems to have gotten the more passionate treatment between the two themes. While I love the two upper playfields, the main play field does not feel as polished in terms of gameplay. In particular, the drops to the subways under the playfield to the inland kickouts, while interesting are stalling to the flow of the game. Also, it takes a few times to learn the cues that the lights on the aliens are giving you to be ready to play pinball as the ball magically seems to appear from under the playfield at the end of the flipper.

The Takeaway:
Halloween is probably going to be the more popular selling theme between the two. For me, the left hand side of the playfield is clunky and while the ramps up the middle are easily made, I am still figuring out their function. Especially getting to the upper mini playfield. Spooky is doing more and more with each game. More toys, more shots and better clarity with game rules. Shooting this game is interesting for me. Well I really appreciate the hole to the lower left hand side of the playfield, many of the other shots that are similar to it on this game feel like they are very crowded. The amount of game that resides in the upper play fields is something that I'm going to have to learn about to be able to access them at will. However, there's a lot to work with here. I'm going to look forward to see what software / rule updates come along with this game.
8.500/10
2 years ago
I got the chance to play the Mandalorian with Dean Grover last night.

The Pros:
A killer theme that is incredibly well implemented. The kids will love it, the guys will love it, the baby yoda fans will love it, even the Bill Burr fans will love it. This game really has it all for license appeal. That alone will guarantee it will sell like hotcakes. Now for the real news. This game is fun to play. The variance of shots within the fan is solid and the lighting does an incredible job of guiding the player about the game's shot layout. There are some "dummy" shots up the middle, and a whole bunch of not so wide shots that require accurate aim. Brian Eddy has only made fan layouts since The Shadow, but this fan layout is varied and balanced between wider, narrower, easier and more difficult shots. Out of his fan layouts, this is his best one for stern. The upper flipper playfield is well balanced between skill and time in the no-draino area of the playfield. Utilization of this area during multiball and wizard modes is very well done. Keep moving. Up and down and all around that game! Gameplay modes with co-op and "Impossible mode" will keep this design fresh and make the legs on this game even longer. 3 vs. 1 player... why not! Now if you could only set the impossible mode on one player and regular play on others. 3 Mini-wi modes leading to a larger wizard mode. I like it! The ball speed on this deck is "wicked fast!" (Say it like Daddy Bald Freckles...) and Apollo Creed sounds fantastic.

The Cons:
Standard fan layout with a bit of clunk here and there. Some of the plastic posts holding up the ramps seem to be loose and may break. This alone may be reason to get a preem/le. just a few shots up the middle for the gimme multiball. I get it. Casual players need to feel like they can achieve success with this game, so throw them a multi-bone (I just made that up...). It's a feel thing. You can make a pinball game for the masses that doesn't feel like a Data East game from 1990. I just don't care for it. At least it isn't a mystery award for the win.

The Takeaway:
Another winner for Stern. The game looks and plays great. I don't watch the show, but playing this game makes me want to. That is always a good sign. More than anything this design proves that "IT'S THE RULES!" that make the game. Big ups to Dean and the Stern programming team. This game is a lot of fun to play! I am very curious to see how the Preem/ LE compares to this pro.

Update:
The premium/ LE is the way to go with this design. The gist of it is this. The pro is the less exciting fan layout. And while fan layouts work, they can be predictable. Predictable games become boring. The Preem/LE, while still a fan, has more randomness up top with the yoder-magnet and the tilting playfield. There are some interesting rule choices to earn/make. But more than anything else, this is a fan layout with some more modern code. I prefer the preem/LE to the pro. But as a pinball game is concerned. This is a good game. Not a great game. A good game that is tourney worthy. Scores adjusted accordingly.
5.388/10
2 years ago
Pamela Anderson got her pinball game.

yay..

The Pros:
A decent Dr. Who like layout with some interesting shots. The right ramp in particular that can be shot from both left hand side flippers is pretty sweet. The right ramp to the upper left hand flipper feed feels great! A solid wizard mode (Haywire) that makes you work for the big points after the timer/ first collect is done. If the mechs and the flippers are well set up, this game shoots well. Get to the wizard mode and tear it up! Most modes are mini-multiballs, so gameplay is engaging. A solid effort to make a good playing game. Easy to understand rules and a rando 100m shot is always exciting to collect. Tournament mode is a welcome addition as compared to the shoot the mystery hole for the win. Slings award 10 mil (Sound familiar?) No? Zilch is much better! Combos are fun. As it should be.

The Cons:
The theme. Super Sucker saucers under the playfield stop flow and make you wait for the ball to get back to you. System 3 trapper-flappers make holding the ball a dream for the people who love to hold the ball as long as they want to. Even with a good layout, the rules are all about haywire. That's the thing with this game. A fun game to play as long as you don't care about your score. Artwork and animations are sub-par. Makes you wonder why this was the last gottlieb/premier game ever made. What a way to go out. Reveal match number... really?!?

The Takeaway:
A game that shoots well and has lots of fun on the table. May be the best sys3 game other than Stargate. Can be had for cheap. Worth every penny.

Pam Anderson, meet mad max.

Sure.
6.545/10
2 years ago
I am going to preface this by saying that I am not, never have been, or never will be a guns and roses fan.

The Pros:
This game is the best integration of a rock and roll show into a pinball game. Ever. This game looks, sounds and feels fantastic! The art package is brilliantly done and all aspects of the video, cabinet, GUI, custom quotes, themACe integration and involvement with Slash to give the team at JJP everything they could ever want and more. It's a beautiful thing when the people who own an IP love pinball as much as the pinheads who play it do. The upper playfield and the 6 ball lock over the center saucer makes things random in multiball from the get go. The light show on this game is stellar. Bar none, the best I have ever seen on a pinball game. The orbits and the ramps feel great and the inner loop from the upper flipper has that PotC feel that is most satisfying. The toys on this game are varied and offer more than just a good look to the game. The upper playfield doesn't have much to it, but the shots there are good. Kind of reminds me of the winkie pf on WoZ. 6 ball multiball is a mindbender with all the other activity going on! Most importantly, the rules. While I have only had a few games on it, The feel of the rules of the game is solid. Options to choose songs as well as to collect or to continue/add-a-ball make for interesting and valuable choices. Each mode is clearly it's own choreography and while some may not like the "shoot for the colored lights" treatment, it works and requires minimal translation. You are still guided around the playfield differently with each song/mode, but confusion is at a minimum. I am still learning more about this game and will add updates as I figure more stuff out.

The Cons:
It's a Guns and Roses game. I don't care for the center saucer unless it is shot from the upper right hand flipper. Shots from the pops find their way SDTM with more frequency than any other game that I can remember in recent history. The FIRE! skillshot is well done, but the exit onto the PF keeps insta-draining out the right hand side of the PF (who turned the ball saver off?). This is a HUGE design flaw. This is the kind of mistake that no amount of software will save. Are you ready for a 30% chance of a bullshit drain off each and every plunge into the game? Well, here you go! This is BAAAAAAAAAAAD. Tank the playfield design right there. Because you can't play a pinball game if you can't get the ball into the playfield without a ridiculously high chance of failure. This skill shot is anti-fun. And that is what people play pinball for, first and foremost... FUN! You had better make all of your shots because those outlanes are incredibly hungry. Casuals are going to play a game or two and say "huh?" I paid a dollar a game for this?!? Ops better set their outlines to as tight as they can until a player who can nudge gets a hold of it. Get the balance right... I also want to say that I have only played one copy of this game. I hope that this is not the case with other copies of this design.

The Takeaway:
If you like Guns and Roses, you will absolutely fall in love with this game and your life will not be complete without it. If you are not, it's an incredibly well put together pinball game with lots to do on it and has very long legs (the RULES!). Along with Willy Wonka, this game has enough depth of rules (once you actually get to play the game...) AND direct simplicity to entertain casual players and enough depth to keep the tourney monkeys and the home players entertained and challenged for a LOOOOOOOOOOOONG time! JJP is getting better at what they do. Good for them!

Update:
The exit out of the skill shot can be adjusted/fixed. Now the center scoop has a high percentage of sdtm drains. This game will probably be fine in a home collection, but operators may not have the time for these details. Learning this game is a hoot!

Update v.2:
The rules on this game take a bit to learn fortunately, the programming team at jjp has implemented so many different options on gameplay, rules and effective actions on the mechanics of the playfield that this game can be "tuned" to your desired performance of the design ad nauseum. Most impressive. The extra lights on the playfield make the rock and roll experience in a box a wonder to behold. While the playfield layout isn't perfect, the implementation and depth of this design make this game a possible "collection of one" for the pinhead willing to put the time, effort and interest into this game.

Update v.3:
I do not like playing this game. This layout even with the upper playfield is a finicky mess of pinball theatre. I have tried. REALLY tried to like this game and I just can't waste my time playing this game anymore. I used to love her...Now, I just walk past her.
5.995/10
2 years ago
I am going to preface this by saying that I am not, never have been, or never will be a guns and roses fan.

The Pros:
This game is the best integration of a rock and roll show into a pinball game. Ever. This game looks, sounds and feels fantastic! The art package is brilliantly done and all aspects of the video, cabinet, GUI, custom quotes, themACe integration and involvement with Slash to give the team at JJP everything they could ever want and more. It's a beautiful thing when the people who own an IP love pinball as much as the pinheads who play it do. The upper playfield and the 6 ball lock over the center saucer makes things random in multiball from the get go. The light show on this game is stellar. Bar none, the best I have ever seen on a pinball game. The orbits and the ramps feel great and the inner loop from the upper flipper has that PotC feel that is most satisfying. The toys on this game are varied and offer more than just a good look to the game. The upper playfield doesn't have much to it, but the shots there are good. Kind of reminds me of the winkie pf on WoZ. 6 ball multiball is a mindbender with all the other activity going on! Most importantly, the rules. While I have only had a few games on it, The feel of the rules of the game is solid. Options to choose songs as well as to collect or to continue/add-a-ball make for interesting and valuable choices. Each mode is clearly it's own choreography and while some may not like the "shoot for the colored lights" treatment, it works and requires minimal translation. You are still guided around the playfield differently with each song/mode, but confusion is at a minimum. I am still learning more about this game and will add updates as I figure more stuff out.

The Cons:
It's a Guns and Roses game. I don't care for the center saucer unless it is shot from the upper right hand flipper. Shots from the pops find their way SDTM with more frequency than any other game that I can remember in recent history. The FIRE! skillshot is well done, but the exit onto the PF keeps insta-draining out the right hand side of the PF (who turned the ball saver off?). This is a HUGE design flaw. This is the kind of mistake that no amount of software will save. Are you ready for a 30% chance of a bullshit drain off each and every plunge into the game? Well, here you go! This is BAAAAAAAAAAAD. Tank the playfield design right there. Because you can't play a pinball game if you can't get the ball into the playfield without a ridiculously high chance of failure. This skill shot is anti-fun. And that is what people play pinball for, first and foremost... FUN! You had better make all of your shots because those outlanes are incredibly hungry. Casuals are going to play a game or two and say "huh?" I paid a dollar a game for this?!? Ops better set their outlines to as tight as they can until a player who can nudge gets a hold of it. Get the balance right... I also want to say that I have only played one copy of this game. I hope that this is not the case with other copies of this design. The elimination of the upper playfield and the guitar head lock mechanism on this game is a huge loss. Kind of like playing AC/DC without the lower playfield. It just doesn't feel right and that plastic topper over the upper right hand side of the playfield only makes the missing items more obvious.

The Takeaway:
If you like Guns and Roses, you will absolutely fall in love with this game and your life will not be complete without it. If you are not, it's an incredibly well put together pinball game with lots to do on it and has very long legs (the RULES!). Along with Willy Wonka, this game has enough depth of rules (once you actually get to play the game...) AND direct simplicity to entertain casual players and enough depth to keep the tourney monkeys and the home players entertained and challenged for a LOOOOOOOOOOOONG time! JJP is getting better at what they do. Good for them!

Update:
The exit out of the skill shot can be adjusted/fixed. Now the center scoop has a high percentage of sdtm drains. This game will probably be fine in a home collection, but operators may not have the time for these details. Learning this game is a hoot!

Update v.2:
The rules on this game take a bit to learn fortunately, the programming team at jjp has implemented so many different options on gameplay, rules and effective actions on the mechanics of the playfield that this game can be "tuned" to your desired performance of the design ad nauseum. Most impressive. The extra lights on the playfield make the rock and roll experience in a box a wonder to behold. While the playfield layout isn't perfect, the implementation and depth of this design make this game a possible "collection of one" for the pinhead willing to put the time, effort and interest into this game.

Update v.3:
I do not like playing this game. This layout without the upper playfield feels like a cost cutting consideration at the cost of the vision of the designer and the experience of the player. I just walk past this game now.
7.951/10
3 years ago
Well, it finally happened. Led Zeppelin has a pinball game.

The Pros:
Long and smooth shots that make use of the entire playfield. all the orbit and ramp shots feel fantastic and despite the playfield looking like it's wide open in the middle, the game does not feel empty when you play it. There are shorter shots on the left hand side of the playfield, longer shots in the middle and the right. The Icarus Target in the middle is great when prepped for a playfield multiplier to make everything that you do all that much more valuable. It is so nice to see a moving skill shot from the plunge again. Skillful plunging and timing is required for those LED targets. While the code is still early, the modes are well laid out, varied, and qualifying the modes and other aspects of the playfield require that you shoot the entire playfield. The music, is excellent. I'm actually surprised they didn't get more songs in on this game. The depth of the Led Zeppelin catalog is so deep that so many songs could have been used on this game. Fans worldwide would have rocked out to just about anything that this group put out. The center ramp is easily accessible from both flippers and the Zeppelin ramp feels incredibly smooth. I like the u-turn ramp on the right is it is most satisfying when you nail it. My initial impression looking at this playfield was not great. I am happy to say that the game feels better than it looks when you play it. I love being wrong about things like that.

The Cons:
The third flipper doesn't do much. On the pro, it bounces off of a stand-up. Add that to the fact that the flipper is incredibly high in the playfield, shot variation is key. This third flipper really doesn't have much to do other than shoot that dog-leg curve. I'm assuming that the premium and The limited edition version will have better sound output then what I heard on the pro. I am sure someone will modify their speakers as well to really get this pinball game really booming. it also may be the showroom location that I played the game at, the music wasn't that loud. Animations / motion graphics from footage from 50 years ago seem to be rather cut and paste. In some cases the footage is grainy even on the smaller screen that Stern uses. And while it works, it's not of the quality that we've seen from other games from Stern recently.

The Takeaway:
This is a prime example of theme selling games. While it not not be as bad as Dolly Parton or Ted Nugent pinball designs, I'm going to take a wait and see attitude with the code on this game. Steve Richie has brought us a new and unusual asymmetrical playfield for this game layout and I can't wait to try the premium and see what the spinner magnomonger does to change the way the ball moves around the middle of this game. This is a big feature, as well as the u-turn ramp from the upper flipper. Led Zeppelin may end up being a great (preem/LE - ala. AC/DC) pinball game, but right now, it's too early to tell.

Update:
I REALLY don't like the auto-feed from the plunger in the shooter lane. Multiple shots enter the ramp/target lane and then exits into the right outlane with consistency. While this game has the hungriest outlanes since World Poker Tour, it shouldn't feel like the Star Wars experience. Auto-plunge to outlane... again! Between the pro and the preem/LE, the preem is the way to go. The changes that the monger-spinner make to the shots and the play of the game make a huge difference in the way this design plays. Time will tell if this feature is worth it in the long run, but this game plays better with it now. The lighting on the Preem/ LE isn't JJP GnR worthy, but it is a step in the right direction. The older film clips of concert footage definitely feel a certain way, but the playfield artwork has the same feel to it as Aerosmith. It's not Dirty Donny, but it feels the same. Will this be the last Grandpa-rock game made? Who knows. But Moby Dick has been landed and if Stevie Knicks agrees to the license, Fleetwood Mac pinball is on the way soon!
7.951/10
3 years ago
Well, it finally happened. Led Zeppelin has a pinball game.

The Pros:
Long and smooth shots that make use of the entire playfield. all the orbit and ramp shots feel fantastic and despite the playfield looking like it's wide open in the middle, the game does not feel empty when you play it. There are shorter shots on the left hand side of the playfield, longer shots in the middle and the right. The Icarus Target in the middle is great when prepped for a playfield multiplier to make everything that you do all that much more valuable. It is so nice to see a moving skill shot from the plunge again. Skillful plunging and timing is required for those LED targets. While the code is still early, the modes are well laid out, varied, and qualifying the modes and other aspects of the playfield require that you shoot the entire playfield. The music, is excellent. I'm actually surprised they didn't get more songs in on this game. The depth of the Led Zeppelin catalog is so deep that so many songs could have been used on this game. Fans worldwide would have rocked out to just about anything that this group put out. The center ramp is easily accessible from both flippers and the Zeppelin ramp feels incredibly smooth. I like the u-turn ramp on the right is it is most satisfying when you nail it. My initial impression looking at this playfield was not great. I am happy to say that the game feels better than it looks when you play it. I love being wrong about things like that.

The Cons:
The third flipper doesn't do much. On the pro, it bounces off of a stand-up. Add that to the fact that the flipper is incredibly high in the playfield, shot variation is key. This third flipper really doesn't have much to do other than shoot that dog-leg curve. I'm assuming that the premium and The limited edition version will have better sound output then what I heard on the pro. I am sure someone will modify their speakers as well to really get this pinball game really booming. it also may be the showroom location that I played the game at, the music wasn't that loud. Animations / motion graphics from footage from 50 years ago seem to be rather cut and paste. In some cases the footage is grainy even on the smaller screen that Stern uses. And while it works, it's not of the quality that we've seen from other games from Stern recently.

The Takeaway:
This is a prime example of theme selling games. While it not not be as bad as Dolly Parton or Ted Nugent pinball designs, I'm going to take a wait and see attitude with the code on this game. Steve Richie has brought us a new and unusual asymmetrical playfield for this game layout and I can't wait to try the premium and see what the spinner magnomonger does to change the way the ball moves around the middle of this game. This is a big feature, as well as the u-turn ramp from the upper flipper. Led Zeppelin may end up being a great (preem/LE - ala. AC/DC) pinball game, but right now, it's too early to tell.

Update:
I REALLY don't like the auto-feed from the plunger in the shooter lane. Multiple shots enter the ramp/target lane and then exits into the right outlane with consistency. While this game has the hungriest outlanes since World Poker Tour, it shouldn't feel like the Star Wars experience. Auto-plunge to outlane... again! Between the pro and the preem/LE, the preem is the way to go. The changes that the monger-spinner make to the shots and the play of the game make a huge difference in the way this design plays. Time will tell if this feature is worth it in the long run, but this game plays better with it now. The lighting on the Preem/ LE isn't JJP GnR worthy, but it is a step in the right direction. The older film clips of concert footage definitely feel a certain way, but the playfield artwork has the same feel to it as Aerosmith. It's not Dirty Donny, but it feels the same. Will this be the last Grandpa-rock game made? Who knows. But Moby Dick has been landed and if Stevie Knicks agrees to the license, Fleetwood Mac pinball is on the way soon!
9.253/10
3 years ago
Super spin is one of the last great electrical mechanical games produced by Gottlieb and the great Ed Krynski.

The Pros:
This layout is one of the best asymmetrical Gottlieb games from the mid to late 70s. Interestingly enough, this is one solid state games really starting to take over the arcade landscape. And wow the newer technology may have brought on great innovations to gameplay, this design is an effective use of older electro mechanical technology combined with a challenging layout. The rotor target is placed very well at the top left-hand corner of the game. And while it may look like a big single target, do you really want that Roto to be a 300 points or more when you hit it. The lane on the left and the saucer on the right are not always easy shots. The saucer on the right in particular requires a bit of nerve to thread through the back bumper and the rubber on the right to score of the shot from the last flipper. The left lane is dangerous because the food coming out of it can go straight down The middle between that wide flipper gap. Keeping an eye on the left and right stand ups in the middle of the playfield it’s a good idea as the score the left and right roto target values at the top of the PF layout design. The very target in the lower right hand part of the playfield is the ability of electro mechanical risk versus reward. Even if you’re not that target all the way to the back of the latter, will the spring shoot the ball straight down between the slippers? Is it worth it? Decisions, decisions, decisions. The very target in the lower right hand part of the playfield is the ability of electro mechanical risk versus reward. Even if you’re not that target all the way to the back of the latter, will the spring shoot the ball straight down between the flippers? Is it worth it? Decisions, decisions, decisions... The artwork on the playfield, the backglass in the cabinet is super rad!

The Cons:
No drop targets. Extremely hungry outlanes and a wide flipper gap in the middle keeps ball times short. Many drains are caused by errant and chaotic reflections from the pop bumpers straight down the middle. I do wish that there was another way to get back to the top lanes for another skill shot during same ball gameplay.

The Takeaway:
This game design might have been a top seller for Gottlieb even just a few years before. But with the advent of digital games and less chaotic layouts that were dependent on skill for shooting and incorporated higher speeds on the playfield, you can see the writing on the wall. Kinda makes you wish that the management at Gottlieb at the time could have seen it as well. The good news is that if you don’t compare this game to designs coming out by Williams and Bally at the same time, it’s a great player. Even with no spinners or drop targets, this game has fantastic shots that always keep the player on their toes when the ball is in play. I’d love to find a copy for myself and put it in my collection.
9.253/10
3 years ago
Super spin is one of the last great electrical mechanical games produced by Gottlieb and the great Ed Krynski.

The Pros:
This layout is one of the best asymmetrical Gottlieb games from the mid to late 70s. Interestingly enough, this is one solid state games really starting to take over the arcade landscape. And wow the newer technology may have brought on great innovations to gameplay, this design is an effective use of older electro mechanical technology combined with a challenging layout. The rotor target is placed very well at the top left-hand corner of the game. And while it may look like a big single target, do you really want that Roto to be a 300 points or more when you hit it. The lane on the left and the saucer on the right are not always easy shots. The saucer on the right in particular requires a bit of nerve to thread through the back bumper and the rubber on the right to score of the shot from the last flipper. The left lane is dangerous because the food coming out of it can go straight down The middle between that wide flipper gap. Keeping an eye on the left and right stand ups in the middle of the playfield it’s a good idea as the score the left and right roto target values at the top of the PF layout design. The very target in the lower right hand part of the playfield is the ability of electro mechanical risk versus reward. Even if you’re not that target all the way to the back of the latter, will the spring shoot the ball straight down between the slippers? Is it worth it? Decisions, decisions, decisions. The very target in the lower right hand part of the playfield is the ability of electro mechanical risk versus reward. Even if you’re not that target all the way to the back of the latter, will the spring shoot the ball straight down between the flippers? Is it worth it? Decisions, decisions, decisions... The artwork on the playfield, the backglass in the cabinet is super rad!

The Cons:
No drop targets. Extremely hungry outlanes and a wide flipper gap in the middle keeps ball times short. Many drains are caused by errant and chaotic reflections from the pop bumpers straight down the middle. I do wish that there was another way to get back to the top lanes for another skill shot during same ball gameplay.

The Takeaway:
This game design might have been a top seller for Gottlieb even just a few years before. But with the advent of digital games and less chaotic layouts that were dependent on skill for shooting and incorporated higher speeds on the playfield, you can see the writing on the wall. Kinda makes you wish that the management at Gottlieb at the time could have seen it as well. The good news is that if you don’t compare this game to designs coming out by Williams and Bally at the same time, it’s a great player. Even with no spinners or drop targets, this game has fantastic shots that always keep the player on their toes when the ball is in play. I’d love to find a copy for myself and put it in my collection.
8.942/10
3 years ago
Is it pinball? No. Is it fun? I think so.

The Pros:
Whoever designed this game must have a doctorate in psychology. This is one of the simplest designs ever put out. Heck, it’s not even pinball. It doesn’t even have flippers. Just a door handle. But that one more game quality, the skin has it. The skin has it and then some. I’d love to find one if I could, but the collectors seem to scoop them all up along time ago and the ones that are holding onto it or holding onto it with a fierceness that is only reserved for their favorite pinball games. This game is so good, that the sound, artwork and theatre on it is nonexistent and people don’t care. The game is captivating, frustrating and has that incredible balance of anxiety, skill, frustration and the feeling of real accomplishment when you get it right.

The cons:
Finding one. Finding a collector who will sell me their copy. I’d love to on this game.

Got a nickel? Not anymore you don’t...

The Takeaway:
Along with Williams ringer, this may be one of the best one-handed amusement games out there that you can enjoy with your friend while drinking a beer in your other hand. Find one if you can, play it and if you can figure out a way to on it, do it. If you have one for sale, private message me!
8.513/10
3 years ago
I got to play this game at Expo 2019.

The Pros:
Ummmmmmms, it's elvira? The mistress of the dark is BACK! This game is FUN. The theatre on this game, OG horror clips of the highest Bgrade rating and more silly-gore than you can shake a Gar-goil on a stick at. The lighting in particular is well designed. The haunted house is set up so that it reflects the colors of the modes running in the game. Multiball is straightforward and well done. The deadheads are now an active mode running along with all the rest of the action of the table simultaneously. At first the shots seem narrow, but they are well laid out and very make-able. This game should sell well and keep lots of pinheads happy. Using the button on the animated wheel to skillfully stop on the award you want. Why hasn't this been done this well before?

The Cons:
The kickout on the right shoots the ball directly across the PF. Sling-sling-out with consistency. I know that the power on the coil can be adjusted, but the direction of the VUK may not (?). You should not be punished for making a successful shot and then have the control taken out of your hands. Almost as bad as a badly adjusted kickout on MB. A semi-standard fan layout with most shots around the perimeter of the PF. Junk in the trunk can be accidentally started by the ball bumbling it's way into the exit. No one way gate?

The takeaway:
So far a really good game, will it be a really great game...? We shall see. As software updates come out, that will be the real test. There are lots of inserts on the PF that need to have code assigned to them. The best news is that just shooting this game is a hoot and that is always a good start. Updates will follow as the game code is flushed out.

Update:
The software and rules have gotten much better since I first played this game. The polish and depth is apparent. However, the playfield is the same. In particular, the kicker from the right hand side of the playfield is either too strong or too weak. This makes the game less than ideal for street operation. Better in a home, or a tourney environment. Good thing they added a ball saver when the ball spits out into the left outline as compared to the 3 targets on the left hand side of the pf. The game shoots well and the theme integration is excellent. Similar to Batman ‘66, mechanically complex mechanisms (just like any/all pinball games) fail or deteriorate in performance over time without proper care and maintenance. What can I say, Elvira has needs. But when she is happy, she is a lot of fun!

Update v.2:
Are there are two types of Elvira games. The first time is more common. Games that are not tuned or maintained to the ideal for this design to work properly. Unfortunately, that’s the most games on location. The second type is a Home player takes fantastic care of their game and make sure that everything is just right. When this happens, I have relatively straightforward fan loud becomes an incredible player and the ruleset design is one of the best that has ever been created. Unfortunately, this was the last game that Lyman sheets worked on for Sterne. The rules that is what makes this game. The multiple layers of modes multiples and the wizard modes are fantastic. The gap angry mode in particular is one of the most impressive displays of pinball code ever put together.

What this means for the game is that most location play it’s going to be less than ideal. Does this make this game unworthy of the street? I don’t think so. But you’re more likely to get the ideal experience from a home collector who pampers their copy and make sure that does everything that it should, when it should, no credit dots allowed!

Out of the three games with Elvira‘s name on it, the first is the most highly produced and unfortunately, the least refined ruleset. This led to Indianapolis 500 which had a very similar layout with a third flipper. Scared Stiff, the second Elvira game is a damn fine game in it’s own right. When the third installation of the series was first released, the rule set was not fully realized and it showed. Today, thanks to the brilliant work of Lyman Sheats, we have one of the best pinball games that Stern has ever created. Rest In Peace.

The music, artwork, animation, lighting and (when tuned) engineering is cohesive and gives this spooky and silly world under glass the theater it deserves. Dennis Nortman put together a great layout and toy with the Haunted mansion in the middle of this playfield. This game is a blast to play. Go a copy, play it and enjoy it. Frights, tongue and cheek goofiness, sexually charged humor that shows its power by using it and not taking itself so damn seriously. More than anything else the Elvira pinball trilogy shows how much fun the theme of the pinball game can be. If you don’t like everything about this game... it might be you. In the meantime, I’m going to play this game and thank Cassandra for being the only woman to grace pinball with her awesomeness 3 times!

Update v.3:
The art, sound, animations and rules a re great. Gappa Angry may be one of the best and most varied wizard modes ever created. That's the good news. The bad news is the playfield layout leads to balls hanging up (behind the house on 696 creepy street) that will start our game out from the first plunge with a "ball missing" ball search that makes the software put you in instant multi-ball for the rest of the game and any drain leads to ball/game over. That and playing this game can get boring.

Will lightning flippers and a good tune help? Maybe. But a boring shooting pinball game makes people walk away from an incredible team effort. I love so much about this pinball game other than playing it. Scores adjusted accordingly
8.765/10
3 years ago
Pirates of the Caribbean (JJP) is the 4th game from Jersey Jack and their most ambitious to date.

The Pros:
The layout, artwork and sounds are brilliant. A great design from a new pinball designer is something to be celebrated. The animations are the best I have ever seen in a pinball game. The characters are well balanced from the get go and I'm sure that this game will only get better as software is updated. For a widebody game, this game does not feel wide. It feels like it shoots very well. Some of the game's shots are incredibly well put together and the flow of this table is incredible. There is a lot to do in this game. You may need a vacation away from everything else to really get this game down.

The Cons:
The risks taken with this design will have to stand the test of time. The tri-spinner and the chest have already been "reduced" in their complexity (and rightfully so). The rules are so deep and complex, that the only way to really get to know this game is to own one. Most pinheads do not have tens of thousands of dollars sitting around. Dialed In got the gameplay balance right. Would someone please reel Keith Johnson in (I admit it, I'm STILL trying to figure out how to play WoZ)? Thank you.

The Takeaway:
I got the chance to play the proto and the chest and the tri-spinner are not working as they should. While some may complain, I believe the JJP team made the correct decision to go with reliability as compared to flash. Will this game get better, yep. My sincere hope is that the balance of the game's rules and the reliability of it's mechanisms will become refined as well.

Update:
After a bit more mileage on this design I have a few things that I have noticed about this game. First off is that the shots take a bit of getting used to. This is a widebody design and that means that even though it may not look like it (it really seems narrower to me), the shot selection is wider on this layout than on most. This is especially true for the left orbit\return lane and the shot through the pops. The second thing is that this game has a lot of stackability. A lot of stackability. Between modes, wizard modes, playfield multipliers and this can all be done in multiple ways. I have been able to get 4 out of 5 wizard modes going at once. Hooooooweeee! Gotta get all 5 now. With all this in mind this means that there is a lot to do to set up your big whammy scores. This takes time, effort, planning and solid play. Scores altered accordingly. Keith Johnson is the thinking man's pinball programmer par excellence!

Update v.2:
After all this time, no wizard mode. I understand that time moves on and there is no more money to be made with this game anymore for JJP. The owners are still going clamor for it (as they should, the job wasn't finished) anyways. Even with all the hard work, thought and code put into this game, the philosophy of do it all because you can is not all it is cracked up to be. There is power in limitations. Balanced limitations as compared to restricting and hard, unmoving limitations that define a single path of gameplay for the player to follow. All that work and effort, reduced to shoot the flashing lights...

So much awesomeness in this game and it comes down to a single statement upon the rules. Just because you can, doesn't mean that you should
9.920/10
3 years ago
Attack From Mars is one of those games I could play forever and always be happy to do so. It's one of the best examples of what a really great team can do with a relatively simple layout.

The Pros: A great game that focuses on skills and your ability to control the ball. making your shots is imperative as missed opportunities turn quickly into dangerous situations. Rules are set so that you can really make the most of opportunities that the table presents to you, if you can execute the shots. The theme is incredibly well executed and the whole package comes together like few others. The extra ball award is my favorite pinball animation, ever. Doug Watson did a great job with the art package as well as voicing the martians. "C'mere, tasty human!"

The Cons: Expensive! Limited production means that operators are still looking for this game. Fortunately parts are readily available... making your purchase even more expensive. Strobe Multiball may cause epileptic fits.

The Takeaway: If I was stuck on a remote desert island, this very may be the one game I'd choose to be stuck with. It's challenging, it's fun and it never gets old. Brian Eddy was only credited 3 times as a designer, but what a threesome it is! The Shadow, AFM and MM! All in all, a dmn fine game.

Update:
The more I play this game, the more I love playing it. It is not the deepest game, but the way it is set up, it gives as much as you put into it. If you play the game well, your score will reflect it. If you do not play the game well... PLAY BETTER! And while the wizard mode is not always the best way to get monster scores, it is very worthwhile and gratifying to play and Rule the Universe! When I can, I always try to stack Martian Multiball with either the Saucer or Total Annihilation. A true player in every way. Find one and play it whenever you can!

Pinball Satisfaction Personified!

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
9.920/10
3 years ago
Attack From Mars is one of those games I could play forever and always be happy to do so. It's one of the best examples of what a really great team can do with a relatively simple layout.

The Pros: A great game that focuses on skills and your ability to control the ball. making your shots is imperative as missed opportunities turn quickly into dangerous situations. Rules are set so that you can really make the most of opportunities that the table presents to you, if you can execute the shots. The theme is incredibly well executed and the whole package comes together like few others. The extra ball award is my favorite pinball animation, ever. Doug Watson did a great job with the art package as well as voicing the martians. "C'mere, tasty human!"

The Cons: Expensive! Limited production means that operators are still looking for this game. Fortunately parts are readily available... making your purchase even more expensive. Strobe Multiball may cause epileptic fits.

The Takeaway: If I was stuck on a remote desert island, this very may be the one game I'd choose to be stuck with. It's challenging, it's fun and it never gets old. Brian Eddy was only credited 3 times as a designer, but what a threesome it is! The Shadow, AFM and MM! All in all, a dmn fine game.

Update:
The more I play this game, the more I love playing it. It is not the deepest game, but the way it is set up, it gives as much as you put into it. If you play the game well, your score will reflect it. If you do not play the game well... PLAY BETTER! And while the wizard mode is not always the best way to get monster scores, it is very worthwhile and gratifying to play and Rule the Universe! When I can, I always try to stack Martian Multiball with either the Saucer or Total Annihilation. A true player in every way. Find one and play it whenever you can!

Pinball Satisfaction Personified!

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
8.328/10
3 years ago
Monster Bash is a fun game to play. It is fast humorous and very accesible.

The Good: Monsters are lots of fun and this game makes sure to stay true to the enjoyment of the theme. The Wolfman playing the drums is perfect and the replay siren makes me smile. Stack your modes with Frankenstein for a good score. This makes you play the entire PF and go from there. K O'C did a great job with the PF graphics. One of my favorite match sequences ever starting with a siren and showcasing Drac imitating Pete Townshend' guitar smash just in time for the "WHACK" of the replay knocker.

The Bad: Scoring is utterly unbalancing with the multiball and wiz modes being worth so much that everything else doesn't matter. Still a blast to play these modes. The Monster Bash song seems to get stuck in your head.

The Takeaway: George Gomez (earned his nickname "Fan-Man" and kept it on every design he created after this pin-table) and crew did a great job of making this deck accessible to someone just walkingup to it and still a challenge for most players. Now there are a number of games that feel like this and for that reason I did not give it the score that many others have regarding this table. Not my favorite BG. It's all over with the colors and your eye loses focus on the images of the characters in the game. When maintained as it should be, it's a blazingly fast game to play. With the rules being so heavily weighted on the multiball wizard modes... the scoring for this game is heavily weighted in this direction as well. Between low production numbers and the fact that it still makes money on locations, it's expensive. I've seen museum pieces of this deck in five figures. If you want to just enjoy a fun game or work on your multiball skills, this is a fantastic way to go. A fun game... A really good game... but not a great game for the ages in my opinion.

Update:
After playing this game some more, I have to say that this game has a bit more strategy to it than I originally gave it credit for. Going through the modes and (strategically) adding multiball on top of them means that every shot is something to consider before being made. Be careful with Frank, as a direct shot can mean an instant drain! The spinner is a much better shot than most people play for points as well as 6 shots gets you to a multiball award from the scoop. That and it is your Monster Bash award collect as well. The rulesheet for this game isn't that long, but the nuances and secondary considerations for the long game on this deck make up for it. The audio calls are great and Lyman's Lament is a great little easter egg that can make this game even more entertaining when you get bored with the standard issue game rules. My initial issue with the game was that MB and MOR are heavily unbalancing on this table, and they are. However, you must EARN these awards and that isn't always easy. One of the things that I have really learned to appreciate about this game is the "scalability" of difficulty that depends on how the software and the physical adjustments to the game. This can make a huge difference in gameplay. Monster Bash is very much like WCS '94 in the sense that some people think this game is too easy. And it can be. Some people curse this deck in the qualifying A bank at PAPA. And it can be that too! Scores updated accordingly.

Respect (Lyman/Gomez) the architect!

Update v2:
If you can get all the modes running and THEN start Frankie's multiball, well played. For me, that is the ultimate challenge of this game. One thing this game has down is that it is FUN! No wonder the ops love it. People love to play this deck. Is it a game I'd like in my collection, for the money, probably not. But I still love to play it on location. The copy at Lyons Classic Pinball has a black light LED near the flipper making the whole area of the PF glow with green slime creepy goodness!

This game is a perfect example of why I pay attention to the programmer as much or even more than the game designer. Consider the bodies of work by Eugene Jarvis, Larry DeMar, Keith Johnson and Lyman Sheats Jr.

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
8.308/10
3 years ago
Monster Bash is a fun game to play. It is fast humorous and very accesible.

The Good: Monsters are lots of fun and this game makes sure to stay true to the enjoyment of the theme. The Wolfman playing the drums is perfect and the replay siren makes me smile. Stack your modes with Frankenstein for a good score. This makes you play the entire PF and go from there. K O'C did a great job with the PF graphics. One of my favorite match sequences ever starting with a siren and showcasing Drac imitating Pete Townshend' guitar smash just in time for the "WHACK" of the replay knocker.

The Bad: Scoring is utterly unbalancing with the multiball and wiz modes being worth so much that everything else doesn't matter. Still a blast to play these modes. The Monster Bash song seems to get stuck in your head.

The Takeaway: George Gomez (earned his nickname "Fan-Man" and kept it on every design he created after this pin-table) and crew did a great job of making this deck accessible to someone just walkingup to it and still a challenge for most players. Now there are a number of games that feel like this and for that reason I did not give it the score that many others have regarding this table. Not my favorite BG. It's all over with the colors and your eye loses focus on the images of the characters in the game. When maintained as it should be, it's a blazingly fast game to play. With the rules being so heavily weighted on the multiball wizard modes... the scoring for this game is heavily weighted in this direction as well. Between low production numbers and the fact that it still makes money on locations, it's expensive. I've seen museum pieces of this deck in five figures. If you want to just enjoy a fun game or work on your multiball skills, this is a fantastic way to go. A fun game... A really good game... but not a great game for the ages in my opinion.

Update:
After playing this game some more, I have to say that this game has a bit more strategy to it than I originally gave it credit for. Going through the modes and (strategically) adding multiball on top of them means that every shot is something to consider before being made. Be careful with Frank, as a direct shot can mean an instant drain! The spinner is a much better shot than most people play for points as well as 6 shots gets you to a multiball award from the scoop. That and it is your Monster Bash award collect as well. The rulesheet for this game isn't that long, but the nuances and secondary considerations for the long game on this deck make up for it. The audio calls are great and Lyman's Lament is a great little easter egg that can make this game even more entertaining when you get bored with the standard issue game rules. My initial issue with the game was that MB and MOR are heavily unbalancing on this table, and they are. However, you must EARN these awards and that isn't always easy. One of the things that I have really learned to appreciate about this game is the "scalability" of difficulty that depends on how the software and the physical adjustments to the game. This can make a huge difference in gameplay. Monster Bash is very much like WCS '94 in the sense that some people think this game is too easy. And it can be. Some people curse this deck in the qualifying A bank at PAPA. And it can be that too! Scores updated accordingly.

Respect (Lyman/Gomez) the architect!

Update v2:
If you can get all the modes running and THEN start Frankie's multiball, well played. For me, that is the ultimate challenge of this game. One thing this game has down is that it is FUN! No wonder the ops love it. People love to play this deck. Is it a game I'd like in my collection, for the money, probably not. But I still love to play it on location. The copy at Lyons Classic Pinball has a black light LED near the flipper making the whole area of the PF glow with green slime creepy goodness!

This game is a perfect example of why I pay attention to the programmer as much or even more than the game designer. Consider the bodies of work by Eugene Jarvis, Larry DeMar, Keith Johnson and Lyman Sheats Jr.

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
7.063/10
3 years ago
This game is interesting as it bridged the tech between EM and SS for Williams.

The Pros:
A nice BG by Christian Marche. Solid geometry on the PF means that the ball is going to start moving from side to side ASAP. Gotta stay on your toes!

The Cons:
This game really doesn't have much to shoot for other than light the spinner and tear it up. And even then, that is going to be a long game to make real points with. You can try to make points from the center reeled bank, but they are all death shots.

The Takeaway:
Not a great game, but not horrible either. Could be a decent tourney deck featuring "Chopping wood" strategies.

Update:
The two single drop targets will make a difference in your scores. Double Bonus in particular is the go-to feature for big scores. This combined with the angles of the mid to lower playfield will guide will make you carefully consider these shots. As soon as you make or miss one of these drops, the ball starts to move side to side and those outlanes are hungry! When properly adjusted and tuned, this game is a defensive player's delight. While the upper playfield may seem bare, it's intent is to get the ball into the DC pops and moving dangerously with speed down the playfield. The middle targets are tempting.... just, don't. And while light/rip the spinner may feel great, 30k for 2 drops is more score. A better game than I thought it would be. I just had to find a nice one to play. Game must be tuned to play properly and if you can find an EM copy... you are in posession of a rare version of this game! Not as valuable as an Evel Knievel EM... but RARE!
7.696/10
3 years ago
Well, it finally happened. Led Zeppelin has a pinball game.

The Pros:
Long and smooth shots that make use of the entire playfield. all the orbit and ramp shots feel fantastic and despite the playfield looking like it's wide open in the middle, the game does not feel empty when you play it. There are shorter shots on the left hand side of the playfield, longer shots in the middle and the right. The Icarus Target in the middle is great when prepped for a playfield multiplier to make everything that you do all that much more valuable. It is so nice to see a moving skill shot from the plunge again. Skillful plunging and timing is required for those LED targets. While the code is still early, the modes are well laid out, varied, and qualifying the modes and other aspects of the playfield require that you shoot the entire playfield. The music, is excellent. I'm actually surprised they didn't get more songs in on this game. The depth of the Led Zeppelin catalog is so deep that so many songs could have been used on this game. Fans worldwide would have rocked out to just about anything that this group put out. The center ramp is easily accessible from both flippers and the Zeppelin ramp feels incredibly smooth. I like the u-turn ramp on the right is it is most satisfying when you nail it. My initial impression looking at this playfield was not great. I am happy to say that the game feels better than it looks when you play it. I love being wrong about things like that.

The Cons:
The third flipper doesn't do much. On the pro, it bounces off of a stand-up. Add that to the fact that the flipper is incredibly high in the playfield, shot variation is key. This third flipper really doesn't have much to do other than shoot that dog-leg curve. I'm assuming that the premium and The limited edition version will have better sound output then what I heard on the pro. I am sure someone will modify their speakers as well to really get this pinball game really booming. it also may be the showroom location that I played the game at, the music wasn't that loud. Animations / motion graphics from footage from 50 years ago seem to be rather cut and paste. In some cases the footage is grainy even on the smaller screen that Stern uses. And while it works, it's not of the quality that we've seen from other games from Stern recently.

The Takeaway:
This is a prime example of theme selling games. While it not not be as bad as Dolly Parton or Ted Nugent pinball designs, I'm going to take a wait and see attitude with the code on this game. Steve Richie has brought us a new and unusual asymmetrical playfield for this game layout and I can't wait to try the premium and see what the spinner magnomonger does to change the way the ball moves around the middle of this game. This is a big feature, as well as the u-turn ramp from the upper flipper. Led Zeppelin may end up being a great (preem/LE - ala. AC/DC) pinball game, but right now, it's too early to tell.

Update:
I REALLY don't like the auto-feed from the plunger in the shooter lane. Multiple shots enter the ramp/target lane and then exits into the right outlane with consistency. While this game has the hungriest outlanes since World Poker Tour, it shouldn't feel like the Star Wars experience. Auto-plunge to outlane... again! Between the pro and the preem/LE, the preem is the way to go. The changes that the monger-spinner make to the shots and the play of the game make a huge difference in the way this design plays. Time will tell if this feature is worth it in the long run, but this game plays better with it now. The lighting on the Preem/ LE isn't JJP GnR worthy, but it is a step in the right direction. The older film clips of concert footage definitely feel a certain way, but the playfield artwork has the same feel to it as Aerosmith. It's not Dirty Donny, but it feels the same. Will this be the last Grandpa-rock game made? Who knows. But Moby Dick has been landed and if Stevie Knicks agrees to the license, Fleetwood Mac pinball is on the way soon!
9.100/10
3 years ago
I remember buying the original comic book in black and white.

The Pros:
The best layout Borg had ever produced. The shots are spot on and this game flows like few others. Shooting this game is pure pleasure. Multiple playing and co-operative play modes means that Stern has been paying attention to what Scott Danesi has been bringing to pinball and this will probably come standard with most Stern pinball games in the future. More people playing pinball is a good thing. The layout is FAST! Shooting to the upper flipper accurately means that your twitch skills are on point.

The Cons:
Some people will not like the theme. Those people have lost the child within their souls. The biggest "if" with this game will be the ruleset. Will Dwight get this one right? I think he has been listening to Keith and taking notes. Tourney players will find the exploits and rip them to shreds...

That song will not get out of my head...

I am big on player choice in relation to diverters on a pinball game. Considering you can make nearly every single shot on this game from the right flipper, you might as well keep the diverter always sending the ball to the right in line. A little disappointing, really.

The Takeaway:
Whether you like the theme or not, this game shoots like a dream. The Skittles colored art package means that kids of all ages will like looking at and playing this game. This game shoots and plays well. Let's see what the regiment and refinement of this design brings. First impressions... I like it and I believe it will earn once we get past the plague-times.

Update:
You can make every shot on the playfield except for the right orbit and the right stand up with the right flipper. Once you get the timing down you get back and the right ramp even on the premium and limited edition. While it doesn’t detract from the quality of the design, it does mean that some of the techniques that you would use to access the playfield and it’s entirety artist difficult as it may seem initially. The rules are good. Not great. I know that this will change and refinements will be made just as every other string pinball game has been for the past 15 to 20 years. However that’s a big difference between pinball games today. Do you have a programmer who knows rules, we have a designer who knows the rules and the design. This is the next generation of pinball designers coming up now. And even a great playfield can’t compensate for anything other than a brilliant rules and design integration anymore.
9.100/10
3 years ago
I remember buying the original comic book in black and white.

The Pros:
The best layout Borg had ever produced. The shots are spot on and this game flows like few others. Shooting this game is pure pleasure. Multiple playing and co-operative play modes means that Stern has been paying attention to what Scott Danesi has been bringing to pinball and this will probably come standard with most Stern pinball games in the future. More people playing pinball is a good thing. The layout is FAST! Shooting to the upper flipper accurately means that your twitch skills are on point.

The Cons:
Some people will not like the theme. Those people have lost the child within their souls. The biggest "if" with this game will be the ruleset. Will Dwight get this one right? I think he has been listening to Keith and taking notes. Tourney players will find the exploits and rip them to shreds...

That song will not get out of my head...

I am big on player choice in relation to diverters on a pinball game. Considering you can make nearly every single shot on this game from the right flipper, you might as well keep the diverter always sending the ball to the right in line. A little disappointing, really.

The Takeaway:
Whether you like the theme or not, this game shoots like a dream. The Skittles colored art package means that kids of all ages will like looking at and playing this game. This game shoots and plays well. Let's see what the regiment and refinement of this design brings. First impressions... I like it and I believe it will earn once we get past the plague-times.

Update:
You can make every shot on the playfield except for the right orbit and the right stand up with the right flipper. Once you get the timing down you get back and the right ramp even on the premium and limited edition. While it doesn’t detract from the quality of the design, it does mean that some of the techniques that you would use to access the playfield and it’s entirety artist difficult as it may seem initially. The rules are good. Not great. I know that this will change and refinements will be made just as every other string pinball game has been for the past 15 to 20 years. However that’s a big difference between pinball games today. Do you have a programmer who knows rules, we have a designer who knows the rules and the design. This is the next generation of pinball designers coming up now. And even a great playfield can’t compensate for anything other than a brilliant rules and design integration anymore.
7.067/10
3 years ago
Raven is a game that oozes 80's cheez-bawls-testo-culture.

The Good:
I love shooting this game. The shots may seem to be an obvious homage to firepower, but the layout is Trudeau. So it is going to be more interesting and random. The big shots on the game are the orbits to the multiball lock, spinner and the top lanes for bonus X. High multiplier pinball bonus meltdown is a thing of beauty on this game, but you gotta earn it! Pops have good action and offer many different exits and different angles to the lower part of the playfield. The best part about Raven is? You can still find them for cheap. That makes this great beginner player/collector's game. The shots are a bit different, but well laid out and the nudging on the ramp divider is not something you see every day. When playing properly, this game will give you pinball 80's awesomeness like few others. You can play this game for hours (I know I did when I found a sweet copy). Rules balance is better than one might initially observe. When considered the risk/reward in this design is solid. Go for the bonus X and rip the spinners! Good luck controlling the ball on this game, it is full of chaos. Stay away from the standups. Those are all super fast sucker shots! Popping snipers is a hoot, but not too many points. The Giraffe skin cabinet cracks me up every single time!

The Bad:
This is one of the Gottlieb system 80b games. IF those boards don't work, I wish you luck finding a replacement. I don't know if any are being reproduced. Contact Steve Young at Pinball Resource for details. Don't get me started on the translite. Lady Rambo, You did the best job you could. If you can't stand the look, there are alternate translites to be had. PF design is frustrating when the ball should drop into the inlanes from the ball locks and it bounces into the outlanes. Removing inlane rubbers may solve this issue. However there is something even worse... when the ball falls out of the pops and hits the top of the lower right playfield drop target and it heads into the right outlane... every. single. time.

The Takeaway:
Find one for cheap. Play the heck out of it and keep it around, or pay it forward and give it so someone who needs their first pinball game and will play it as they should. After nearly 35 years, people are starting to realize that it isn't a bad playing game. There is quite a bit to shoot for and when you learn to shatz/to right orbit spinner (not easy to do on those wire inlanes), there are points to be had all day long! If you get bored with this design, consider putting a power ball inside of it. If you like working with a belt sander, this game is prime for a re-theming.
7.530/10
3 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for. The re-make feels like the original, plays like the original and has some updated animations.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...
7.530/10
3 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for. The re-make feels like the original, plays like the original and has some updated animations.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...
7.530/10
3 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for. The re-make feels like the original, plays like the original and has some updated animations.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...
9.388/10
3 years ago
KME is 3 for 3.

The Pros:
A fan layout with enough variances to make it feel original and fresh. The Spatula (tm) ramp that accesses all 3 flippers is simple, brilliant and will never break. the rules for the drops take notes from Ripley's and TWD. the hulk spinner hurryup is exciting and the first miniwizard mode that counts flips is one of the best mini-wiz modes to be envisioned. The two way spinner hasn't been seen since Sonic Bird-Man. The super skill shot is satisfying and I am sure there are at least 7 more skill shots on this game. Because there are 16 shots on this game. This game has more 2 1/2d animations than jurassic park, and it suits the theme just fine. The game already has a timed "escape from Nublar" minigame upon release. Code will be refined, deepened and sussed out as production cycles move forward.

The Cons:
I like the Captain Marvel spinner shot is good, but I like the inverted u-ramp better. The captain america shot is painfully tight (and the roto target may be in the way...) To the point of frustration. The artwork on the PF can get busy, and it not as continuous from cab, to pf to bg as some other releases we have seen from stern. These are all small annoyances as compared to the positives that this game expresses.

The Takeaway:
Dammit, I gotta get more $$$ put together for another game. This one knocks it out of the park. Stern has another winner on their hands. Hire the best player ever and the #1 ranked player in the world to work on programming, that's the ticket!

I will be writing more as I play this game some more. It's frikkin' awesome!

The preem/le version has the subway and the rising spinner. these are cool, but don't add much to gameplay. the other feature is the captain marvel u-turn loop. And while i like it, I like spinners even more. I may choose the pro for my own collection.

Update:
This game plays longer than i expected. The rules are deep (maybe too deep) and hold balance well. I appreciate the idea that success during skillful gameplay is rewarded later on with higher scores in wizard modes and in bonus. The hulk spinner is a great piece of theater and when all the balls are on this table, this game screams and feels much less open than what it originally appears to be. the first wiz mode is easily accessible and the flip count is a brilliant implementation of a task. more to discover, more to do!
9.388/10
3 years ago
KME is 3 for 3.

The Pros:
A fan layout with enough variances to make it feel original and fresh. The Spatula (tm) ramp that accesses all 3 flippers is simple, brilliant and will never break. the rules for the drops take notes from Ripley's and TWD. the hulk spinner hurryup is exciting and the first miniwizard mode that counts flips is one of the best mini-wiz modes to be envisioned. The two way spinner hasn't been seen since Sonic Bird-Man. The super skill shot is satisfying and I am sure there are at least 7 more skill shots on this game. Because there are 16 shots on this game. This game has more 2 1/2d animations than jurassic park, and it suits the theme just fine. The game already has a timed "escape from Nublar" minigame upon release. Code will be refined, deepened and sussed out as production cycles move forward.

The Cons:
I like the Captain Marvel spinner shot is good, but I like the inverted u-ramp better. The captain america shot is painfully tight (and the roto target may be in the way...) To the point of frustration. The artwork on the PF can get busy, and it not as continuous from cab, to pf to bg as some other releases we have seen from stern. These are all small annoyances as compared to the positives that this game expresses.

The Takeaway:
Dammit, I gotta get more $$$ put together for another game. This one knocks it out of the park. Stern has another winner on their hands. Hire the best player ever and the #1 ranked player in the world to work on programming, that's the ticket!

I will be writing more as I play this game some more. It's frikkin' awesome!

The preem/le version has the subway and the rising spinner. these are cool, but don't add much to gameplay. the other feature is the captain marvel u-turn loop. And while i like it, I like spinners even more. I may choose the pro for my own collection.

Update:
This game plays longer than i expected. The rules are deep (maybe too deep) and hold balance well. I appreciate the idea that success during skillful gameplay is rewarded later on with higher scores in wizard modes and in bonus. The hulk spinner is a great piece of theater and when all the balls are on this table, this game screams and feels much less open than what it originally appears to be. the first wiz mode is easily accessible and the flip count is a brilliant implementation of a task. more to discover, more to do!
6.545/10
3 years ago
I am going to preface this by saying that I am not, never have been, or never will be a guns and roses fan.

The Pros:
This game is the best integration of a rock and roll show into a pinball game. Ever. This game looks, sounds and feels fantastic! The art package is brilliantly done and all aspects of the video, cabinet, GUI, custom quotes, themACe integration and involvement with Slash to give the team at JJP everything they could ever want and more. It's a beautiful thing when the people who own an IP love pinball as much as the pinheads who play it do. The upper playfield and the 6 ball lock over the center saucer makes things random in multiball from the get go. The light show on this game is stellar. Bar none, the best I have ever seen on a pinball game. The orbits and the ramps feel great and the inner loop from the upper flipper has that PotC feel that is most satisfying. The toys on this game are varied and offer more than just a good look to the game. The upper playfield doesn't have much to it, but the shots there are good. Kind of reminds me of the winkie pf on WoZ. 6 ball multiball is a mindbender with all the other activity going on! Most importantly, the rules. While I have only had a few games on it, The feel of the rules of the game is solid. Options to choose songs as well as to collect or to continue/add-a-ball make for interesting and valuable choices. Each mode is clearly it's own choreography and while some may not like the "shoot for the colored lights" treatment, it works and requires minimal translation. You are still guided around the playfield differently with each song/mode, but confusion is at a minimum. I am still learning more about this game and will add updates as I figure more stuff out.

The Cons:
It's a Guns and Roses game. I don't care for the center saucer unless it is shot from the upper right hand flipper. Shots from the pops find their way SDTM with more frequency than any other game that I can remember in recent history. The FIRE! skillshot is well done, but the exit onto the PF keeps insta-draining out the right hand side of the PF (who turned the ball saver off?). This is a HUGE design flaw. This is the kind of mistake that no amount of software will save. Are you ready for a 30% chance of a bullshit drain off each and every plunge into the game? Well, here you go! This is BAAAAAAAAAAAD. Tank the playfield design right there. Because you can't play a pinball game if you can't get the ball into the playfield without a ridiculously high chance of failure. This skill shot is anti-fun. And that is what people play pinball for, first and foremost... FUN! You had better make all of your shots because those outlanes are incredibly hungry. Casuals are going to play a game or two and say "huh?" I paid a dollar a game for this?!? Ops better set their outlines to as tight as they can until a player who can nudge gets a hold of it. Get the balance right... I also want to say that I have only played one copy of this game. I hope that this is not the case with other copies of this design.

The Takeaway:
If you like Guns and Roses, you will absolutely fall in love with this game and your life will not be complete without it. If you are not, it's an incredibly well put together pinball game with lots to do on it and has very long legs (the RULES!). Along with Willy Wonka, this game has enough depth of rules (once you actually get to play the game...) AND direct simplicity to entertain casual players and enough depth to keep the tourney monkeys and the home players entertained and challenged for a LOOOOOOOOOOOONG time! JJP is getting better at what they do. Good for them!

Update:
The exit out of the skill shot can be adjusted/fixed. Now the center scoop has a high percentage of sdtm drains. This game will probably be fine in a home collection, but operators may not have the time for these details. Learning this game is a hoot!

Update v.2:
The rules on this game take a bit to learn fortunately, the programming team at jjp has implemented so many different options on gameplay, rules and effective actions on the mechanics of the playfield that this game can be "tuned" to your desired performance of the design ad nauseum. Most impressive. The extra lights on the playfield make the rock and roll experience in a box a wonder to behold. While the playfield layout isn't perfect, the implementation and depth of this design make this game a possible "collection of one" for the pinhead willing to put the time, effort and interest into this game.

Update v.3:
I do not like playing this game. This layout even with the upper playfield is a finicky mess of pinball theatre. I have tried. REALLY tried to like this game and I just can't waste my time playing this game anymore. I used to love her...Now, I just walk past her.
8.720/10
3 years ago
Rick and Morty is a joy to play.

The Pros:
The theme is amazing. The clips from the show and the sounds are spot on. The humor and the darkness of the theme is spot on. The Danesi 2.0 lock is a lot of fun to play with. Modes are varied, shots from the lower flippers feel great. The left pop-bumper/sling is a brilliant pf design. Ramps got flow! Playing this pinball is FUN!

The game says "Lionman!"

The Cons:
If you didn't get in on the first day on the buy list, you can expect to pay 10k plus for a copy. some of the shots from the upper flipper feel awkward. The game needs to be leveled perfectly or the danesi 2.0 lock has SDTM drops with high probability.

The Takwaway:
If you got on the list, good for you! If you didn't get on the list, good luck...

Update:
The more I play this game, the more the upper left hand side of this game doesn’t sync with me. The shots from the upper right hand flipper are there, but they don’t feel that good. On games I have played the upper orbit feels good, but the lower doesn’t. Or visa versa. But never have both shots on that design ever felt satisfying to me. Will mileage and adaptation make a difference, yes it will. But that will change with each copy of this game played. I guess I gotta play better...


Update v.2:
I got to session out this game a bit more with updated code. There is lots of good things to say about this game. Spooky pinball took their game to the next level with this production. The theme integration is better than almost any game ever made. Top tier for sure. Anyone who calls Spooky a "Boutique pinball company" has no idea of how much time, effort, talent and frustratingly hard work goes into a pinball game.

The not so good news... the left hand side of this pinball game design is difficult to shoot. With the exception of the mega-steep ramp that had better have perfect mechanical flippage to make this shot happen. It is difficult enough to have spooky program in a software compensation for this into the game's settings. The other not so good news is that the rules are inconsistent. Some modes are varied and tiered in their application. Other modes are difficult to read and while colored arrows help guide the player to the needed shots. It took me a while to understand what to do next. Many shots and feeds are clunkier than I expected. More than anything else. You can't make a good game, a great with a shot layout that isn't a great foundation to build upon.

Spooky made a damn fine game with TnA. R&M is a more complex and ambitious title. I see this as part of their learning curve. Charlie and his team took on the next step and they learned from their experiences. I wish them the best of luck with their next designs and rules. This is a solid game that any R&M fan would love to have in their collection.
8.720/10
3 years ago
Rick and Morty is a joy to play.

The Pros:
The theme is amazing. The clips from the show and the sounds are spot on. The humor and the darkness of the theme is spot on. The Danesi 2.0 lock is a lot of fun to play with. Modes are varied, shots from the lower flippers feel great. The left pop-bumper/sling is a brilliant pf design. Ramps got flow! Playing this pinball is FUN!

The game says "Lionman!"

The Cons:
If you didn't get in on the first day on the buy list, you can expect to pay 10k plus for a copy. some of the shots from the upper flipper feel awkward. The game needs to be leveled perfectly or the danesi 2.0 lock has SDTM drops with high probability.

The Takwaway:
If you got on the list, good for you! If you didn't get on the list, good luck...

Update:
The more I play this game, the more the upper left hand side of this game doesn’t sync with me. The shots from the upper right hand flipper are there, but they don’t feel that good. On games I have played the upper orbit feels good, but the lower doesn’t. Or visa versa. But never have both shots on that design ever felt satisfying to me. Will mileage and adaptation make a difference, yes it will. But that will change with each copy of this game played. I guess I gotta play better...


Update v.2:
I got to session out this game a bit more with updated code. There is lots of good things to say about this game. Spooky pinball took their game to the next level with this production. The theme integration is better than almost any game ever made. Top tier for sure. Anyone who calls Spooky a "Boutique pinball company" has no idea of how much time, effort, talent and frustratingly hard work goes into a pinball game.

The not so good news... the left hand side of this pinball game design is difficult to shoot. With the exception of the mega-steep ramp that had better have perfect mechanical flippage to make this shot happen. It is difficult enough to have spooky program in a software compensation for this into the game's settings. The other not so good news is that the rules are inconsistent. Some modes are varied and tiered in their application. Other modes are difficult to read and while colored arrows help guide the player to the needed shots. It took me a while to understand what to do next. Many shots and feeds are clunkier than I expected. More than anything else. You can't make a good game, a great with a shot layout that isn't a great foundation to build upon.

Spooky made a damn fine game with TnA. R&M is a more complex and ambitious title. I see this as part of their learning curve. Charlie and his team took on the next step and they learned from their experiences. I wish them the best of luck with their next designs and rules. This is a solid game that any R&M fan would love to have in their collection.
9.388/10
3 years ago
KME is 3 for 3.

The Pros:
A fan layout with enough variances to make it feel original and fresh. The Spatula (tm) ramp that accesses all 3 flippers is simple, brilliant and will never break. the rules for the drops take notes from Ripley's and TWD. the hulk spinner hurryup is exciting and the first miniwizard mode that counts flips is one of the best mini-wiz modes to be envisioned. The two way spinner hasn't been seen since Sonic Bird-Man. The super skill shot is satisfying and I am sure there are at least 7 more skill shots on this game. Because there are 16 shots on this game. This game has more 2 1/2d animations than jurassic park, and it suits the theme just fine. The game already has a timed "escape from Nublar" minigame upon release. Code will be refined, deepened and sussed out as production cycles move forward.

The Cons:
I like the Captain Marvel spinner shot is good, but I like the inverted u-ramp better. The captain america shot is painfully tight (and the roto target may be in the way...) To the point of frustration. The artwork on the PF can get busy, and it not as continuous from cab, to pf to bg as some other releases we have seen from stern. These are all small annoyances as compared to the positives that this game expresses.

The Takeaway:
Dammit, I gotta get more $$$ put together for another game. This one knocks it out of the park. Stern has another winner on their hands. Hire the best player ever and the #1 ranked player in the world to work on programming, that's the ticket!

I will be writing more as I play this game some more. It's frikkin' awesome!

Update:
This game plays longer than i expected. The rules are deep (maybe too deep) and hold balance well. I appreciate the idea that success during skillful gameplay is rewarded later on with higher scores in wizard modes and in bonus. The hulk spinner is a great piece of theater and when all the balls are on this table, this game screams and feels much less open than what it originally appears to be. the first wiz mode is easily accessible and the flip count is a brilliant implementation of a task. more to discover, more to do!
8.305/10
3 years ago
The Heist is the best design from P3 to date.

The Pros:
A 3rd flipper on a P3 game, for real! A fan layout with a a3rd flipper loop and a shot behind it. I love how you can see the mechanism through the clear plastic above the PF. A non-licensed theme with color coded characters representing the rules and tasks of the game. I really liked the score between the flippers on the screen below the pf plexi. The MM gate moves very well and this design seems to be engineered better than previous efforts. The upper loop is a satisfying shot and multiball is a hoot! The artwork and animations are better than what we have seen in the past. Alice Cooper / Spooky-like and well done. The heist truck (popping scoops) moving across the playfield is an excellent use of the pf mechanisms. The story of the Heist is also immediately apparent to the player. For a non-licensed theme, this is one of the best executions of concepts that I have seen in a while.

The Cons:
P3 playfields will always be long. It's the nature of the video /pf space. Getting used to the tri-fleeper cabinet layout takes a bit of getting used to. Some players will wonder "How did the ball enter the PF? I didn't see it get plunged". Players will get it after a game or two, but some causals will not dig it.

The Takeaway:
Their best design in terms of playability and the task of bringing the player into the game. Just one more... game... That is always a good sign. Will update scores as I get more mileage on this design.
8.658/10
3 years ago
American Pinball has made their third and best playing game with Hot Wheels.

The Pros:
Jim Patla was brought in to help Joe Balcer with this project and the Ol' B/W magic has rubbed off on this layout. This is the smoothest game design by American Pinball to date. The shots on this game are more balanced in width and placement. There are real skillful skillshots on this layout and you can make combos that feel smooth and flow well in this design. The left orbit to the right inlane is way sweet and the saucer on the right hand side of the PF is an excellent use of real estate. There are not too many backhand shots on the game, but the ones that are there are ones that you want. Starting a battle mode past the drop target at the center lane is dangerous, valuable and satisfying. Speaking of dangerous shots. Standups between ramps and the center of the PF are best glanced at the corner or better be worth a whole lot of points to go for. The R-P-M layout is of particular note as the speed and the randomess in the center of the PF will be heightened with this 3 bank. The Advance Bonus standup is particularly dangerous as it is a tough shot and leads to rando-SDTM death. The modes are well designed and spelled out to the player. The video from the youtube series was a stroke of theme-genius as the hard work of animating the scenes for this game had a solid headstart on it.

And now for the real deal. The rules. This game has many multiballs and many gameplay strategies are available. The big scores seem to come from collecting the many tasks that the game sets out for you. 12 shots, to acheckered flag, to a valuable multiball... but only if you play it well. Poor play is rewarded with poor scores. As it should be. E-P-I-C modes keep the player shooting all over the PF. Building the tracks to build your jackpots, perfect. Just as the theme suggests, there are lots of cars to collect and while this game is not terribly complex, the cake has many layers and depending on how you play, you have options to slice that cake up as you deem fit.

This single characteristic of this game alone, makes it the best American Pinball game created so far. Many times I have stated that I pay as much if not more attention to the software lead on a game than I do to a designer. A good layout and a good ruleset make for a good game. American Pinball’s pevious attempts felt much rougher than this one. This game's rules are solid. Well played software team. Well played.


The Cons:
This game is Orange. I mean it's REALLY orange. That is quite a bit for me to say, I went to Syracuse University and I live in Denver (go Donkeys!). All of the inserts are opaque. While that is not a bad thing, the lighting on this game is rather dark and some of the inserts should really "POP!" when they are communicating something to the player that is important, say... a super duper jackpot? GI is dark and yes a lighting kit will help. But does it have to be like this? The spinning car on the center post would attract more attention if it was lit up while it was spinning. I don't care for the car standup in the pops as it is a shot that is not accessable to the flippers. Pop-luck when you need it? I have had a few games where the velcro tape on the bottom of the cars lets go and the car falls down onto the PF. I hope this is in your home, because this "feature" will stop a game on the street from being operatable. Not good. The off-center display isn't a bad thing, but if feels... strange. Even with this being the best game that American Pinball has made, gameplay still feels like they are catching up with the competition. I like this game quite a bit, but it feels like an average stern pro.


The Takeaway:
Some people will poo-poo the theme and say it is too "kid-like". Really? Because I thought pinball players were all big kids. Oh yeah, pinball is a real man's game. For men who menly-man their themes with... yawn... Big kids around the world rejoice, your childhood has returned. Is it the best game on the market right now (8/2020)? TMNT and JP2 are damn fine games. Wonka is a true player as well. It's hard to beat the classics from Chicago gaming and when Cactus Canyon comes out... hoo-wee! These are not good games, these are great games. American Pinball is going to have to come out with even better games than Hot Wheels to be competitive and make the other manufacturers jealous. So here is my hope. They will get better. Their playfield designs will get better. If this is the trajectory that they have after game #3, they are on their way. But right now, there is more work to be done, and they are doing it.
9.100/10
3 years ago
I remember buying the original comic book in black and white.

The Pros:
The best layout Borg had ever produced. The shots are spot on and this game flows like few others. Shooting this game is pure pleasure. Multiple playing and co-operative play modes means that Stern has been paying attention to what Scott Danesi has been bringing to pinball and this will probably come standard with most Stern pinball games in the future. More people playing pinball is a good thing. The layout is FAST! Shooting to the upper flipper accurately means that your twitch skills are on point.

The Cons:
Some people will not like the theme. Those people have lost the child within their souls. The biggest "if" with this game will be the ruleset. Will Dwight get this one right? I think he has been listening to Keith and taking notes. Tourney players will find the exploits and rip them to shreds...

That song will not get out of my head...

The Takeaway:
Whether you like the theme or not, this game shoots like a dream. The Skittles colored art package means that kids of all ages will like looking at and playing this game. This game shoots and plays well. Let's see what the regiment and refinement of this design brings. First impressions... I like it and I believe it will earn once we get past the plague-times.

Update:
You can make every shot on the playfield except for the right orbit and the right stand up with the right flipper. Once you get the timing down you get back and the right ramp even on the premium and limited edition. While it doesn’t detract from the quality of the design, it does mean that some of the techniques that you would use to access the playfield and it’s entirety artist difficult as it may seem initially. The rules are good. Not great. I know that this will change and refinements will be made just as every other string pinball game has been for the past 15 to 20 years. However that’s a big difference between pinball games today. Do you have a programmer who knows rules, we have a designer who knows the rules and the design. This is the next generation of pinball designers coming up now. And even a great playfield can’t compensate for anything other than a brilliant rules and design integration anymore.
6.623/10
4 years ago
This is the best Star Wars Pinball game ever made.

The Pros:
A solid ruleset from the get go. I like the 4 multiball miniwiz modes. A solid layout that reminds me of No Fear. The shots are slightly wider and more playable. Crazy Ritchie flow when you can find it. I am used to seeing a fan with a 3rd flipper or 3 banks with orbits and ramps between them from SR. This game, GoT and NF have made me re-think his designs and I have to give the designer the credit he is due. The art package and sounds are solid! The modes are easy to read from the screen and can be stacked in certain cases. Choosing the right hero from the movie makes a big difference in game strategy and play. The inner horseshoe loop shows that even the King can learn from new blood. This PF is very well laid out and the double skillshot makes any pinhead smile! Learning how to work the combos will make a hyooj difference in your score and while R2-D2 can help with that... there is lots to do in the modes as well. I also like the nice little nod to the original DE game with the trooper/tiefighter shootout that makes you play the bongos on the lockbar whammy button! Multiple modes and hurryups mean that you are shooting all over the PF and making strategic choices with every shot. I am VERY interested to see how the newer versions of the S/W compare to what we have right now. This is a great start and this game really gives an immersive Star Wars pinball experience while getting the balance right between playability, depth and FUN!

The Cons:
The rules, even in this state with a video screen are not that easy to "get". Even the color coding of the bonus x shots on the pf in coordination with the whammy button will confustipate most (and just about every one of the casual) players. Don't tilt, you will lose your bonus which can easily be half your score in a game. This will probably be addressed in the future with updates. Some of the hungriest outlanes I have ever encountered in a modern pinball game. Barry Oursler would be proud! While some people love the highspeed supercharger, I am not so sure that this thing has a place in the gameplay. Especially the ramp that leads up to the shot. It really needs to be tuned to meet the standards of Ritchie Flowball.

The Takeaway:
A much better game than I thought it would be stepping up to it. Stern has got a winner on it's hands and the Star Wars faithful finally have a pinball game worthy of the lore of the movies. I will update this review as the software is updated and balanced.

May the Pin-Force be with you!

Update:
This game requires deep pinball knowledge of the ruleset and is a bit of a chore to play. Playfield multipliers are king and the opportunities to score need to be carefully built up and executed. I am not a fan of the game auto kicking the ball into the outlanes after a short ball saver. I know, I know... play better and take control of the plunge when the ball exits the pf... Software updates are solid, but I just am not interested in playing this game any more than I have to. Not a good sign. We shall see what the future holds for this table and how much more code\excitement can be squeezed out of this game.

Update v2:
Star Wars really requires deeper table knowledge than ever for a Steve Ritchie game. Just like Game of Thrones, the first decision that you make before you even plunge your first ball will be a determining factor of how you approach your game strategy. Most players now seem to be choosing Han or R2D2. A huge factor in this decision is how close you are to a mini-wizard multiball mode from the start of the game. The light Saber mode is a lot of fun and the smaller adjustments to the gameplay really make the difference between what felt like a good game and what now feels like a more complete game. The red/blue light show is way sweet! I am still not sure how to really work the video mode for big points, but the Gyruss controls and the whammy button warping the the speed through the asteroid field are fun. I guess I need to set the multiplier to this lane when I start the mode as well. PF multis make a huge difference in this game and I have seen a few billion point shots made by people who know this code better than I do. If you like Steve Ritchie designs that will constantly keep you playing and thinking at all times. This game is for you.

Update v.3:
I have tried. I have really tried. Really, really, really tried to like this game. This game defines the word "flowball". Either your shots flow or you die. That's this game. How many times have I played this game and the ball autoplunges into the left outlane? This game has one of the most dangerous plunges I have ever experienced. Houseballs all around. This game is even more of a luckbox than WoF. While the modes are well diversified, the layout is one of Ritchie's worst. The rules, while deep, require specific knowledge of the table you are playing to the point of choosing Han or R2D2 can rule or kill your game outright. This is SR's worst design PF since BK2K. If you tune this game properly, there is a player in there. But this table is just not fun for me anymore and no amount of code is going to make this layout sing. Scores reduced accordingly.

Boba Fett is on this game. Yay...
6.465/10
4 years ago
This is the best Star Wars Pinball game ever made.

The Pros:
A solid ruleset from the get go. I like the 4 multiball miniwiz modes. A solid layout that reminds me of No Fear. The shots are slightly wider and more playable. Crazy Ritchie flow when you can find it. I am used to seeing a fan with a 3rd flipper or 3 banks with orbits and ramps between them from SR. This game, GoT and NF have made me re-think his designs and I have to give the designer the credit he is due. The art package and sounds are solid! The modes are easy to read from the screen and can be stacked in certain cases. Choosing the right hero from the movie makes a big difference in game strategy and play. The inner horseshoe loop shows that even the King can learn from new blood. This PF is very well laid out and the double skillshot makes any pinhead smile! Learning how to work the combos will make a hyooj difference in your score and while R2-D2 can help with that... there is lots to do in the modes as well. I also like the nice little nod to the original DE game with the trooper/tiefighter shootout that makes you play the bongos on the lockbar whammy button! Multiple modes and hurryups mean that you are shooting all over the PF and making strategic choices with every shot. I am VERY interested to see how the newer versions of the S/W compare to what we have right now. This is a great start and this game really gives an immersive Star Wars pinball experience while getting the balance right between playability, depth and FUN!

The Cons:
The rules, even in this state with a video screen are not that easy to "get". Even the color coding of the bonus x shots on the pf in coordination with the whammy button will confustipate most (and just about every one of the casual) players. Don't tilt, you will lose your bonus which can easily be half your score in a game. This will probably be addressed in the future with updates. Some of the hungriest outlanes I have ever encountered in a modern pinball game. Barry Oursler would be proud!

The Takeaway:
A much better game than I thought it would be stepping up to it. Stern has got a winner on it's hands and the Star Wars faithful finally have a pinball game worthy of the lore of the movies. I will update this review as the software is updated and balanced.

May the Pin-Force be with you!

Update:
This game requires deep pinball knowledge of the ruleset and is a bit of a chore to play. Playfield multipliers are king and the opportunities to score need to be carefully built up and executed. I am not a fan of the game auto kicking the ball into the outlanes after a short ball saver. I know, I know... play better and take control of the plunge when the ball exits the pf... Software updates are solid, but I just am not interested in playing this game any more than I have to. Not a good sign. We shall see what the future holds for this table and how much more code\excitement can be squeezed out of this game.

Update v2:
Star Wars really requires deeper table knowledge than ever for a Steve Ritchie game. Just like Game of Thrones, the first decision that you make before you even plunge your first ball will be a determining factor of how you approach your game strategy. Most players now seem to be choosing Han or R2D2. A huge factor in this decision is how close you are to a mini-wizard multiball mode from the start of the game. The light Saber mode is a lot of fun and the smaller adjustments to the gameplay really make the difference between what felt like a good game and what now feels like a more complete game. The red/blue light show is way sweet! I am still not sure how to really work the video mode for big points, but the Gyruss controls and the whammy button warping the the speed through the asteroid field are fun. I guess I need to set the multiplier to this lane when I start the mode as well. PF multis make a huge difference in this game and I have seen a few billion point shots made by people who know this code better than I do. Personally, I prefer the pro over the preem/LE, but this is just how I feel about this design, the preem/LE is good too, but the slight edge goes to the pro for me. If you like Steve Ritchie designs that will constantly keep you playing and thinking at all times. This game is for you.


Update v.3:
I have tried. I have really tried. Really, really, really tried to like this game. This game defines the word "flowball". Either your shots flow or you die. That's this game. How many times have I played this game and the ball autoplunges into the left outlane? This game has one of the most dangerous plunges I have ever experienced. Houseballs all around. This game is even more of a luckbox than WoF. While the modes are well diversified, the layout is one of Ritchie's worst. The rules, while deep, require specific knowledge of the table you are playing to the point of choosing Han or R2D2 can rule or kill your game outright. This is SR's worst design PF since BK2K. If you tune this game properly, there is a player in there. But this table is just not fun for me anymore and no amount of code is going to make this layout sing. Scores reduced accordingly.

The style of this artwork looks better in some places (cabinet) and worse in others (BG).
8.136/10
4 years ago
Stranger Things the first game to Brian Eddy has designed in over 20 years. The similarities to attack from Mars and medieval madness are apparent.

The Pros:
While I have never watch the show, playing this pinball makes me want to check it out. That’s a good sign for a theme. The layout, while initially showing itself to be a fan layout has a few more things going for than are immediately available to the eye. The in orbit to the right of the drop targets spins around quite quickly to the left or a bit with the spinner, Think of the spinner shot on monster bash. The artwork reeks of those great Drew Struzan movie poster of days gone by. The music and effects in the sound package and quite good. The UV lighting kit is HOT! Very well implemented. The sound design and music on this game is very well done. In fact, I think it’s one of Stern’s best sound packages ever. I haven’t watched the show, but listening to this game makes me want to check it out. The big innovation on this game is the projector in the reflective surfaces that it is placed upon. We saw a bit of this with the last Elvira game in the coding on the mansion that would reflect the different colors projected onto it in relation to the modes within the game. These features act more like the movie screens specifically driving but it’s also on the ramps and the spinner and in combination with the UV lighting kit this game pops out theatrically let you know the game before it. It looks fantastic big ups to the creative minds that conceived and executed this feature. While it may not hold up well under bright lights, in an arcade environment, this effect is absolutely incredible. I love it! And now... the rules, while still a work in progress are quite well laid out. Qualifying the lit yellow and orange modes from the left and right Orbits and ramps are quite well done and offer good scoring opportunities. Multi-ball from the left ramp doesn't offer big scores, but stacked with modes... Yas! Another nod to AFM, the linear inserts telling you how many shots are needed to get a mode started. It seems that there’s Three levels of wizard modes with in that layering of the six modes on each side. When you qualify all four main shots at the ramps and the orbits that’s two modes on either side of the playfield. Once you get all 4 shots and their modes lit, it starts again for a total of three times. This leads to three (mini) wizard modes within the game. The inserts at the bottom of the table give an indication of what attack from Mars brought to the rule set on this game with 5way combos and the like for game rule qualifications. The ramp that lowers to the playfield works as it should. I am very curious to see how this thing will hold up to long-term use and play.

The cons:
The rules are well done and I really like the flow of the game’s shots. However this game feels good when games like JP, Wonka, IM and BK SoR feel great. This game may grow on me with time, but you can’t fix a PF design. The kick out on the left since the ball in a direction that will quite often rebound into the left out lane. While this can probably be fixed or adjusted easily, I don’t like being punished for successfully making a shot on a game. And this is a physical part of the play field design. The stand of target on the far right is not available to be hit by the flippers. While it does bounce around in that area quite a bit, I’m surprised that the fan layout has an upward facing luck shot like this. This game has a plethora of inserts on the layout? How is this game being held together with structural integrity compromised to this extent? Last thing. You'd better make your shots to the right ramp. There is a good chance that it will go sdtm if it comes back atcha...

The takeaway:
This is a Fun game with a fantastic spooky horror theme. There’s a lot of things I like about this table and a few things that I don’t. While I am very happy to have Brian Eddy back in the pinball game, I find that this game in many ways feels a lot like what he designed along time ago for Williams. Who knows what he’ll come up with for his next design? While I don’t love it, I like this game. Nothing is perfect, Especially pinball. So let’s see where the code takes us and what the operators do to make sure this game plays the way it should. Something to look forward to.
8.016/10
4 years ago
Stranger Things the first game to Brian Eddy has designed in over 20 years. The similarities to attack from Mars and medieval madness are apparent.

The Pros:
While I have never watch the show, playing this pinball makes me want to check it out. That’s a good sign for a theme. The layout, while initially showing itself to be a fan layout has a few more things going for than are immediately available to the eye. The in orbit to the right of the drop targets spins around quite quickly to the left or a bit with the spinner, Think of the spinner shot on monster bash. The artwork reeks of those great Drew Struzan movie poster of days gone by. The music and effects in the sound package and quite good. The UV lighting kit is HOT! Very well implemented. The sound design and music on this game is very well done. In fact, I think it’s one of Stern’s best sound packages ever. I haven’t watched the show, but listening to this game makes me want to check it out. The big innovation on this game is the projector in the reflective surfaces that it is placed upon. We saw a bit of this with the last Elvira game in the coding on the mansion that would reflect the different colors projected onto it in relation to the modes within the game. These features act more like the movie screens specifically driving but it’s also on the ramps and the spinner and in combination with the UV lighting kit this game pops out theatrically let you know the game before it. It looks fantastic big ups to the creative minds that conceived and executed this feature. While it may not hold up well under bright lights, in an arcade environment, this effect is absolutely incredible. I love it! And now... the rules, while still a work in progress are quite well laid out. Qualifying the lit yellow and orange modes from the left and right Orbits and ramps are quite well done and offer good scoring opportunities. Multi-ball from the left ramp doesn't offer big scores, but stacked with modes... Yas! Another nod to AFM, the linear inserts telling you how many shots are needed to get a mode started. It seems that there’s Three levels of wizard modes with in that layering of the six modes on each side. When you qualify all four main shots at the ramps and the orbits that’s two modes on either side of the playfield. Once you get all 4 shots and their modes lit, it starts again for a total of three times. This leads to three (mini) wizard modes within the game. The inserts at the bottom of the table give an indication of what attack from Mars brought to the rule set on this game with 5way combos and the like for game rule qualifications. The ramp that lowers to the playfield works as it should. I am very curious to see how this thing will hold up to long-term use and play.

The cons:
The rules are well done and I really like the flow of the game’s shots. However this game feels good when games like JP, Wonka, IM and BK SoR feel great. This game may grow on me with time, but you can’t fix a PF design. The kick out on the left since the ball in a direction that will quite often rebound into the left out lane. While this can probably be fixed or adjusted easily, I don’t like being punished for successfully making a shot on a game. And this is a physical part of the play field design. The stand of target on the far right is not available to be hit by the flippers. While it does bounce around in that area quite a bit, I’m surprised that the fan layout has an upward facing luck shot like this. This game has a plethora of inserts on the layout? How is this game being held together with structural integrity compromised to this extent? Last thing. You'd better make your shots to the right ramp. There is a good chance that it will go sdtm if it comes back atcha...

The takeaway:
This is a Fun game with a fantastic spooky horror theme. There’s a lot of things I like about this table and a few things that I don’t. While I am very happy to have Brian Eddy back in the pinball game, I find that this game in many ways feels a lot like what he designed along time ago for Williams. Who knows what he’ll come up with for his next design? While I don’t love it, I like this game. Nothing is perfect, Especially pinball. So let’s see where the code takes us and what the operators do to make sure this game plays the way it should. Something to look forward to.
8.029/10
4 years ago
Stranger Things the first game to Brian Eddy has designed in over 20 years. The similarities to attack from Mars and medieval madness are apparent.

The Pros:
While I have never watch the show, playing this pinball makes me want to check it out. That’s a good sign for a theme. The layout, while initially showing itself to be a fan layout has a few more things going for than are immediately available to the eye. The in orbit to the right of the drop targets spins around quite quickly to the left or a bit with the spinner, Think of the spinner shot on monster bash. The artwork reeks of those great Drew Struzan movie poster of days gone by. The music and effects in the sound package and quite good. And the rules, while still a work in progress and quite well laid out. Qualifying the lit yellow and orange modes from the left and right Orbits and ramps are quite well done and offer good scoring opportunities. Multi-ball from the left ramp doesn't offer big scores, but stacked with modes... Yas! Another nod to AFM, the linear inserts telling you how many shots are needed to get a mode started. It seems that there’s Three levels of wizard modes with in that layering of the six modes on each side. When you qualify all four main shots at the ramps and the orbits that’s two modes on either side of the playfield. Once you get all 4 shots and their modes lit, it starts again for a total of three times. This leads to three (mini) wizard modes within the game. The inserts at the bottom of the table give an indication of what attack from Mars brought to the rule set on this game with 5way combos and the like for game rule qualifications. The ramp that lowers to the playfield works as it should. I am very curious to see how this thing will hold up to long-term use and play.

The cons:
On the copy I played there was a ball trap at the top of the demogorgon drop onto the pf. This caused the game to “lose” the ball and mess up all sorts of things in the game. This happened a lot. Every second or third game. I don’t know if it was a misplaced rubber or something else back there, but it was difficult to see it where it was placed and through the clear plastic ramps. If this is a hardware issue on the playfield I know Stern is going to correct it ASAP. But it sounds like a soon as I really got into the game this issue would come up with frequency and Man, what a bummer. The kick out on the left since the ball in a direction that will quite often rebound into the left out lane. While this can probably be fixed or adjusted easily, I don’t like being punished for successfully making a shot on a game. And this is a physical part of the play field design. The stand of target on the far right is not available to be hit by the flippers. While it does bounce around in that area quite a bit, I’m surprised that the fan layout has an upward facing luck shot like this. This game has a plethora of inserts on the layout? How is this game being held together with structural integrity compromised to this extent? Last thing. You'd better make your shots to the right ramp. There is a good chance that it will go sdtm if it comes back atcha...

The takeaway:
This is a Fun game with a fantastic spooky horror theme. There’s a lot of things I like about this table and a few things that I don’t. While I am very happy to have Brian Eddy back in the pinball game, I find that this game in many ways feels a lot like what he designed along time ago for Williams. Who knows what he’ll come up with for his next design? While I don’t love it, I like this game. Nothing is perfect, Especially pinball. So let’s see where the code takes us and what the operators do to make sure this game plays the way it should. Something to look forward to.

Update:
The stuck balls I found before are gone on every other copy of this game I have played. The UV lighting kit is HOT! Very well implemented. The rules are well done and I really like the flow of the game’s shots. However this game feels good when games like JP, Wonka, IM and BK SoR feel great. This game may grow on me with time, but you can’t fix a PF design.
7.396/10
4 years ago
Out of all the homebrew games I played this year at expo 2019, this was the one that was the most finished from the new entries.

The Pros:
A labor of love that has 4 flippers, an interesting shot selection and lots to do. The plastics look great and are well placed. Ambitious shots with multiple modes for the characters in the game mean that the entire PF is utilized. I wish I had the creator there next to me so I could really get into the deeper aspects of this game, because the depth is there!

The Cons:
There's only one. Most people won't "get" the title from being and indie PC game. Some of the shots are not as balanced as the others. The GUI is not the most intuitive. There's only one copy of this game.

The Takeaway:
A damn fine first game from an enthusiast that made this happen. With a few minor changes to the layout and some polishing of the art pax and code... this game is a winner! This is a great time to be involved in pinball!
9.323/10
4 years ago
Stern’s Jurassic Park is the second design from Keith Elwin. And as you might surmise, it’s a player!

The Pros:
An interesting blend in the layout. Some shots are recognizable and others are completely unique to this table. Even from the first plunge, the stairstep ramp with the U-turn in it right off the bat is an interesting feature. Throwback to Chaos is a nice nod to the original game from data east. This multiball qualification feature requires that you shoot across the whole table, and then you can go to work. Many of the shots on this game are very tight. Many shots (from the upper flipper for example) require very specific means to set up. The skill shots requiring sequential shots in succession to the ramps are incredibly well done. For a game that has many shots going across the table as this one does, this design has a great deal of flow. Playing this game next to Willie Wonka brings to light play field design philosophies that show the greatness of both designers. While I’ve only had a few games on this design, I look forward to exploring the deeper strategies and seeing how quality play is rewarded within the rules. The Newton jeep feature is interesting in the fact that it doesn’t block shots as much as it makes them more difficult. There are some standups behind the newton-toy, but I really haven’t figured them out as far as how hitting them are built into the gameplay and rules. The game looks good, sounds good and the animations are incredibly well done. For a play field design that has as much side to side action on it as this game has, there is an incredible amount of flow in this game. Jurassic Park is a lot of fun to shoot. So much fun... you don’t have to pay attention to your score to enjoy the game that you’re playing. Kinetic satisfaction... The wall on the raptor pit is the way this game was designed to and should play. Newton balls are always a great feature and this implementation is very well done. Simple, effective, clear and fun!

The Cons:
Some of the tasks that the game gives you in relation to dinosaurs hunting humans are not always veryclear. Specifically which target seem to be hit and which shots need to be scored. You can shoot for the colored/flashing lights, but some of these tasks are still not easy to follow. The lcd display tell you what to shoot for, but I feel like I still need to become more familiar with the game to really “get it”. Ok, ok... it’s me. This is only going to get better as the code becomes more refined, but it’s rather confusing at the moment. There are number of very tight shots on this game. Some of them in particular are critical to big scores. All this is part of the design, but it may be difficult for less skilled players to achieve required shots to make this game sing. The missile shot is a long and narrow shot that really has to have the Newton-Jeep ball out of the way to effectively be made. The C shot in the cast sequence is difficult and getting the ball into the raptor cage affectively is a dangerous proposition. I do not like the translite, it looks muddy. Not that I play the translite, but I believe this game will get a custom artwork treatment by people outside of stern. My big concern with the Preem/LE on this game is how long the dinosaur head will keep working. It is an impressive piece of kit, but this will be expensive to work on and replace. Only time will tell how long this will keep doing what it should. What does the helicopter spinner do?

The takeaway:
The champ has done it again. Jurassic Park is a great playing game that looks like it’s only going to age well after the rules have been refined and tuned. 2019 has been a very good year for pinball. With games like Black Knight, Willy Wonka and now Jurassic Park currently being produced, things are looking up for pinball!
9.443/10
4 years ago
Stern’s Jurassic Park is the second design from Keith Elwin. And as you might surmise, it’s a player!

The Pros:
An interesting blend in the layout. Some shots are recognizable and others are completely unique to this table. Even from the first plunge, the stairstep ramp with the U-turn in it right off the bat is an interesting feature. Throwback to Chaos is a nice nod to the original game from data east. This multiball qualification feature requires that you shoot across the whole table, and then you can go to work. Many of the shots on this game are very tight. Many shots (from the upper flipper for example) require very specific means to set up. The skill shots requiring sequential shots in succession to the ramps are incredibly well done. For a game that has many shots going across the table as this one does, this design has a great deal of flow. Playing this game next to Willie Wonka brings to light play field design philosophies that show the greatness of both designers. While I’ve only had a few games on this design, I look forward to exploring the deeper strategies and seeing how quality play is rewarded within the rules. The Newton jeep feature is interesting in the fact that it doesn’t block shots as much as it makes them more difficult. There are some standups behind the newton-toy, but I really haven’t figured them out as far as how hitting them are built into the gameplay and rules. The game looks good, sounds good and the animations are incredibly well done. For a play field design that has as much side to side action on it as this game has, there is an incredible amount of flow in this game. Jurassic Park is a lot of fun to shoot. So much fun... you don’t have to pay attention to your score to enjoy the game that you’re playing. Kinetic satisfaction... The wall on the raptor pit is the way this game was designed to and should play. Newton balls are always a great feature and this implementation is very well done. Simple, effective, clear and fun!

The Cons:
Some of the tasks that the game gives you in relation to dinosaurs hunting humans are not always veryclear. Specifically which target seem to be hit and which shots need to be scored. You can shoot for the colored/flashing lights, but some of these tasks are still not easy to follow. The lcd display tell you what to shoot for, but I feel like I still need to become more familiar with the game to really “get it”. Ok, ok... it’s me. This is only going to get better as the code becomes more refined, but it’s rather confusing at the moment. There are number of very tight shots on this game. Some of them in particular are critical to big scores. All this is part of the design, but it may be difficult for less skilled players to achieve required shots to make this game sing. The missile shot is a long and narrow shot that really has to have the Newton-Jeep ball out of the way to effectively be made. The C shot in the cast sequence is difficult and getting the ball into the raptor cage affectively is a dangerous proposition. I do not like the translite, it looks muddy. Not that I play the translite, but I believe this game will get a custom artwork treatment by people outside of stern. My big concern with the Preem/LE on this game is how long the dinosaur head will keep working. It is an impressive piece of kit, but this will be expensive to work on and replace. Only time will tell how long this will keep doing what it should. What does the helicopter spinner do?

The takeaway:
The champ has done it again. Jurassic Park is a great playing game that looks like it’s only going to age well after the rules have been refined and tuned. 2019 has been a very good year for pinball. With games like Black Knight, Willy Wonka and now Jurassic Park currently being produced, things are looking up for pinball!
6.223/10
4 years ago
Those wacky spaniards are at it again. Making pinball and having a blast!

The Pros:
This layout feels like a gottlieb game from the 1970's. Good angles and shots with lots of drops.

The Cons:
Finding any information or parts to repair this game is not easy.

The Takeaway:
If it works, play it. Just finding this game is a task unto itself.
6.223/10
4 years ago
Those wacky spaniards are at it again. Making pinball and having a blast!

The Pros:
This layout feels like a gottlieb game from the 1970's. Good angles and shots with lots of drops.

The Cons:
Finding any information or parts to repair this game is not easy.

The Takeaway:
If it works, play it. Just finding this game is a task unto itself.
6.290/10
4 years ago
A low production game from Spain with a good layout.

The Pros:
Good shots with flow on the outside. Chaotic angles and pops on the inside. Inverted outlanes and inlanes mean that speed is maintained and skills are tested.

The Cons:
Finding one. That works. Parts, displays and schematics. Manuals help too.

The Takeaway:
Play it and commit it to memory. This game may not be long for this world.
4.697/10
4 years ago
Mach 2.0 is another game from spinball.

The Pros:
A different kind of a game with an OG willams cabinet from the 60's. Some interesting shots and the lock mechanism is sweet.

The Cons:
Center ramp... again, and again, and again... I may need some more time on it to really get to know it better. But I also value my time.

The Takeaway:
The danger-bone awaits!
7.376/10
4 years ago
Captain Nemo is a pinball game made by the Spanish company Quetzal.

The Pros:
an interesting lab with a straightforward ruleset. Essentially has three modes that lead into a more valuable wizard mode. Long shots and smooth ramps feel good on this design.

The Cons:
The rules are not the deepest, however this is a great first attempt from this company.

The Takeaway:
More pinball funball is being made all around the world!
6.173/10
4 years ago
One of the better playing Inder games.

The Pros:
An interesting layout that reminds me of barracora. The shot all the way in the left-hand side of the police shield is an interesting vertical loop as well. Brightly colored and true to the theme.

The Cons:
even Bart Simpson doesn't like clowns unless their name is Krusty.

The Takeaway:
Decent playing game. Mechanically not complex. Find one and play it if you can!
6.536/10
4 years ago
Wacky spaniard time for pinball!

The Pros:
Artwork and unusual shots dominate this design.

The Cons:
strange play and difficulty finding parts and information to repair this game.

The Takeaway:
yay, sportsball puts the rock in the hole.
5.108/10
4 years ago
This game is most unusual.

The Pros:
Some interesting shots and a big shout out to Magnotron/Duotron artwork. Super crazy shots across the playfield from the upper right flipper.

The Cons:
This artwork is just too damn busy. Might as well be pinball camouflage. The shots up and down the middle are frustrating.

The Takeaway:
This game is easier to play if you are colorblind. Yeah...
7.449/10
4 years ago
Crazy spaniards making pinball games. YAS!

The Pros:
An interesting layout and brilliant artwork all around. The upper flipper is very unusual. A very high and across the playfield shot.

The Cons:
Strange layout and a dearth of support. Got parts?

The Takeaway:
Find it, play it. Live it.
6.474/10
4 years ago
Those wacky spaniards do it again. Another crazy game that looks great.

The Pros:
Artwork and a different kind of play. Frank Frazetta, much respect.

The Cons:
Plays ok. parts? Schematics? gameplay?

The Takeaway:
Looks great. Plays ok. Play one when you can. They may not be long for this world.
6.747/10
4 years ago
This is a wild game in so many ways.

The Pros:
A crazy theme with lots to deal with. Super awesome artwork that is weird and surreal. An upper flipper that has some interesting shots across the playfield. Where are these women? I want to party with them.

The Cons:
The flipper layout is not easy to deal with. So, deal with it. Kuh-ray-zee artwork and theme will not me something that should be an issue. But for some it is. Gameplay should flow. It doesn't.

The Takeaway:
The politically correct will squeal at it. The players will play it. The lovers will love it. The haters will...
7.512/10
4 years ago
This game looks great.

The Pros:
Layout is like a Gottlieb from the '70's. Plays like it. Super crazy halloween artwork with werewolf penis blacked out and udders swinging on the backglass.

The Cons:
Parts, schematics, does it work? Why do the wolves on the BG look like fluffy muppets instead of blood sucking monsters?

The Takeaway:
Yep. It's not an american game. Who would have guessed.
6.662/10
4 years ago
Jolly Park is one of the most original and interesting pinball games you will ever see, anywhere.

The Pros:
Crazy layout and artwork with shots that you don't see anywhere else. Vibrant colors and interesting angles and shots all over. An honest to goodness triple layer playfield.

The Cons:
Does it work? Can you find documentation... parts? Better get solid with your multimeter right quick!

The Takeaway:
Find one if you can. Finding one that works... good luck!
6.857/10
4 years ago
This game looks great.

The Pros:
Frazetta inspired artwork and badass attitude.

The Cons:
A mediocre layout and no flow.

The Takeaway:
Looks great, not so great playing, but still fun.
6.953/10
4 years ago
This game looks great.

The Pros:
Frazetta inspired artwork and badass attitude.

The Cons:
A mediocre layout and no flow.

The Takeaway:
Looks great, not so great playing, but still fun.
6.128/10
4 years ago
A trucker game from France.

The Pros:
A different layout with a different culture of pinball and trucking. The spinner and the hidden shot under the plastic on the left are sweet.

The Cons:
It plays ok. Not great. OK.

The Takeaway:
This is why Americans don't listen to french rock and roll. It just isn't the same.
7.350/10
4 years ago
Somebody was paying attention to Warlok/Blackout in brazil.

The Pros:
The layout and artwork is way sweet! Frazetta and this design is supa-awesome-o! Fun to shoot and a pleasure to look at.

The Cons:
Taito of brazil is not williams. rules are not as good as the originals. Best of luck finding manuals and parts.

The Takeaway:
Looks great! Doesn't play as well as the williams games it was inspired by.
7.602/10
4 years ago
Circus is the SECOND multiball pinball game based off of Balls-A-Poppin'.

The Pros:
Multiball in the mid-50's. D@MN! this table is WAY ahead of its time. The art package is good, but trapeze honeys and clowns always are a bonus!

The Cons:
Multiball can be built up at any time with EM tech. lots of balls mean the center saucer is probably going to get hit during multiball creating... eternal-ball.

The Takeaway:
A thoroughly entertaining game that can get to a bit of novelty at times. Still, considering the time and the tech... a brilliant achievement in pinball history. Even after all of this time (1956!), this game is FUN!
5.384/10
4 years ago
Chicago Coin made pinball games. This is one of them.

The Pros:
An incredible randomizer that works best when the power is tapped high to the pops and the spinner mechanism.

The Cons:
This game is dominated by the spinner in the middle of the playfield.

The Takeaway:
If you like a game that is fast and random, consider this game when you want to play a chaotic game. This pinball is wild! Especially if the spinner is spinning and the pops are popping. It's rando-tac-u-lar!
6.706/10
4 years ago
The Games is a pinball game from the backwards pinball company, Ratslym.

The Pros:
A cool game with some sweet shots. When setup properly... this game is a real challenge. 4 pops placed strategically will give the player quite a bit of chaos to deal with. Great shots that feed the ball back to the player in different ways. Surprising really. Hitting the vari-target as many times as the game requires is a challenging task. Once the rules are learned to switch the "sports" being played, the game's rules show the player some challenge.

The Cons:
Rip the spinner. Rinse and repeat. This game feels very "vertical". Shots go up the playfield. Shots come back down the playfield. If this game does not have crisp pops and fresh rubbers, it will feel dead. Dead pinball is bad pinball. Take better care of your pinball games... dammit!

The Takeaway:
An interesting table with some features that that are solid. Balance and playability are real issues. But a careful pinball player will see what can be done with this game.
8.513/10
4 years ago
I got to play this game at Expo 2019.

The Pros:
Ummmmmmms, it's elvira? The mistress of the dark is BACK! This game is FUN. The theatre on this game, OG horror clips of the highest Bgrade rating and more silly-gore than you can shake a Gar-goil on a stick at. The lighting in particular is well designed. The haunted house is set up so that it reflects the colors of the modes running in the game. Multiball is straightforward and well done. The deadheads are now an active mode running along with all the rest of the action of the table simultaneously. At first the shots seem narrow, but they are well laid out and very make-able. This game should sell well and keep lots of pinheads happy. Using the button on the animated wheel to skillfully stop on the award you want. Why hasn't this been done this well before?

The Cons:
The kickout on the right shoots the ball directly across the PF. Sling-sling-out with consistency. I know that the power on the coil can be adjusted, but the direction of the VUK may not (?). You should not be punished for making a successful shot and then have the control taken out of your hands. Almost as bad as a badly adjusted kickout on MB. A semi-standard fan layout with most shots around the perimeter of the PF. Junk in the trunk can be accidentally started by the ball bumbling it's way into the exit. No one way gate?

The takeaway:
So far a really good game, will it be a really great game...? We shall see. As software updates come out, that will be the real test. There are lots of inserts on the PF that need to have code assigned to them. The best news is that just shooting this game is a hoot and that is always a good start. Updates will follow as the game code is flushed out.

Update:
The software and rules have gotten much better since I first played this game. The polish and depth is apparent. However, the playfield is the same. In particular, the kicker from the right hand side of the playfield is either too strong or too weak. This makes the game less than ideal for street operation. Better in a home, or a tourney environment. Good thing they added a ball saver when the ball spits out into the left outline as compared to the 3 targets on the left hand side of the pf. The game shoots well and the theme integration is excellent. Similar to Batman ‘66, mechanically complex mechanisms (just like any/all pinball games) fail or deteriorate in performance over time without proper care and maintenance. What can I say, Elvira has needs. But when she is happy, she is a lot of fun!

Update v.2:
Are there are two types of Elvira games. The first time is more common. Games that are not tuned or maintained to the ideal for this design to work properly. Unfortunately, that’s the most games on location. The second type is a Home player takes fantastic care of their game and make sure that everything is just right. When this happens, I have relatively straightforward fan loud becomes an incredible player and the ruleset design is one of the best that has ever been created. Unfortunately, this was the last game that Lyman sheets worked on for Sterne. The rules that is what makes this game. The multiple layers of modes multiples and the wizard modes are fantastic. The gap angry mode in particular is one of the most impressive displays of pinball code ever put together.

What this means for the game is that most location play it’s going to be less than ideal. Does this make this game unworthy of the street? I don’t think so. But you’re more likely to get the ideal experience from a home collector who pampers their copy and make sure that does everything that it should, when it should, no credit dots allowed!

Out of the three games with Elvira‘s name on it, the first is the most highly produced and unfortunately, the least refined ruleset. This led to Indianapolis 500 which had a very similar layout with a third flipper. Scared Stiff, the second Elvira game is a damn fine game in it’s own right. When the third installation of the series was first released, the rule set was not fully realized and it showed. Today, thanks to the brilliant work of Lyman Sheats, we have one of the best pinball games that Stern has ever created. Rest In Peace.

The music, artwork, animation, lighting and (when tuned) engineering is cohesive and gives this spooky and silly world under glass the theater it deserves. Dennis Nortman put together a great layout and toy with the Haunted mansion in the middle of this playfield. This game is a blast to play. Go a copy, play it and enjoy it. Frights, tongue and cheek goofiness, sexually charged humor that shows its power by using it and not taking itself so damn seriously. More than anything else the Elvira pinball trilogy shows how much fun the theme of the pinball game can be. If you don’t like everything about this game... it might be you. In the meantime, I’m going to play this game and thank Cassandra for being the only woman to grace pinball with her awesomeness 3 times!

Update v.3:
The art, sound, animations and rules a re great. Gappa Angry may be one of the best and most varied wizard modes ever created. That's the good news. The bad news is the playfield layout leads to balls hanging up (behind the house on 696 creepy street) that will start our game out from the first plunge with a "ball missing" ball search that makes the software put you in instant multi-ball for the rest of the game and any drain leads to ball/game over. That and playing this game can get boring.

Will lightning flippers and a good tune help? Maybe. But a boring shooting pinball game makes people walk away from an incredible team effort. I love so much about this pinball game other than playing it. Scores adjusted accordingly
7.767/10
4 years ago
One of the few zipper flipper games from williams.

The Pros:
Great shots all over the table. Between gates, targets and rollovers, there are many ways to score the 1-9 sequence for the special. I don't know if this can be set to extra ball as compared to a credit, but it will challenge you quite well when set up properly. Jerry Kelley's artwork is unique and divisive. I am of the opinion that I really like it. Nothing else says "pinball" as instantly as this and Christian Marche's craft. And this artwork is REALLY POINTY! Incorporating the hole in the shipwreck into the bagatelle mechanism is subtle and brilliant for such a brash style of artwork.

The Cons:
I really like this game quite a bit, but gameplay is SO straightforward that it is painfully simple, even for an EM from the 1960's. This game must be tuned properly to present a challenge and keep players coming back for more. Could easily be mistaken for a bally. The Bagatelle means that the rando-factor is high. Not ideal for competition. Maybe if the bagatelle is disabled for tourney play...?

The Takewaway:
It's an unusual game that really needs to be set up a bit steeper than most other 2" flipper games from the 60's to be a challenging player. If you like the pointy people and a shooter's game, check Pot-O-Gold out!
8.226/10
4 years ago
This was the prototype game that Keith elwin built as proof of concept to become a designer at Stern pinball.

The Pros:
It exists. A great look into the greatest pinball player and the newest pinball designer's mind. This game is the inspiration for iron maiden. Playfield shots are different though, the play field is longer and therefore the shots have different sweet spots. lots of different mechanisms for experimenting with and you can see how the translated into what became iron maiden.

The cons:
there's only one of them. It's a prototype. Some of the mechanics on the game didn't make it into iron maiden. Playing this game will show you why. It's all part of the learning process.

The takeaway:
I got to play this game at Chicago expo. I don't know when or where this game will be exhibited to the public again. However, if you ever have the chance to, play this game.
7.395/10
4 years ago
Primus is a re-packaging of the Whoa Nellie design by Nordman/Freres that was originally based on the Gottlieb Continental Cafe game.

The Pros:
This game looks absolutely fabulous. This is a frivolous and fun pinball endeavor that will make players re-think about what older designs are really about. inside pinball jokes (and some blatant ones as well) are all over this table. This has to be the best cabinet design I have ever seen!

The Cons:
The gameplay novelty wears off quickly. I understand what collectors are looking for in a game like this and I'm glad I had the chance to play a game or three, but I would not want to spend the $$$ that this game demands for the amount of game I get out of it.

The Takeaway:
Find one if you can and play it. Understand that this design is a throwback and not a faster dmd/lcd game design. A great game for diehard Primus fan.
8.580/10
4 years ago
I got the chance to sample this deck at Pinburgh (Thanks Trent Augenstein!) and this is my first impression after about a half dozen games.

The Pros:
A deceptively simple layout hides a number of shots that include a ramp that diverts in three directions and two of the best skill shots I have seen in a long time. I'd personally like to welcome back the whirlpool from the Creature from the Black Lagoon (nudging skills for extra rotations). Doughnut time reminds me of John Trudeau's Gottlieb/Premier days. The shots are well lit and the inserts guide the player very well to the goals of the modes. All the PF shots except for the 2 orbit/ramp shots keep the ball in the lower PF. It's not quite Creech, but it is fast and unforgiving. Considering the music pinball games coming out of Stern as of lately, the music choice on this table (the Beach Boys and The Edgar Winter Group's "Free Ride" are absolutely perfect for this theme). This game sounds GREAT!

The Cons:
I don't like the center bank of deathshot drops and standups, but I also understand that this has to do with new player accessability and as well as risk/reward considerations. I can also see the pops wearing down on location making the upper 1/4th of the game a dead zone for gameplay.

The Takeaway:
This is a much better start than I thought this would be just looking at the pics on the website. I look forward to learning more about this game and will update this rating as I get more mileage on this table. Looking at the modes, I think this game is going to be more like Tron than AC/DC or MEtallica for deepness, but if the game is solid, that is all I'm looking for. To be Continued!!!

Update:
While not the most common Stern pinball game made, this design has aged well. Software updates have been good and there are many more subtle strategies to this game than initially appear. Start your game in Drag Race (1970) multiball featuring ACE OF SPADES by MOTORHEAD! A damn fine way to start any pinball game and safely knock out some gears targets. The Nitrous 2x playfield when used judiciously makes a huge difference in your scores. I usually shoot for it when the ball saver is on during multiball. The miniwizard mode as well as the final wizard mode are well balanced. While not incredibly deep, the layout is challenging. Expect to see it at many tournaments.

I personally happen to like this game better when it has a shaker installed in it.
7.727/10
4 years ago
P3 is making some very interesting games.

The pros:
A technical tour the force that makes many other manufacturers look decades behind. Some serious engineering went into the solutions that P3 has put together for this design. The theme is frivolous, and animations are lighthearted and the rotating ball lock mechanism is very well done. Playing many pinball games in a single box breaks up the boredom of a smaller collection. This game looks great and plays with lightning speed.

The cons:
Because it’s not your standard issue pinball game, it doesn’t feel like what you are used to. Getting the feel for this game design takes a little bit of mileage. The playfield is longer than a standard sized pin. So all of your shots have different sweet spots. The opposite of that you’d feel on heighway’s full throttle. Do we really need so many buttons? I have to remember that there’s so much technology in this game that sometimes you forget that you’re playing pinball.

The takeaway:
A deep, technical advanced and charismatic attempt at a new take on pinball. Is it street worthy? Could it survive out in the wild? I have no idea. I’m curious to know if somebody out there is planning on doing that.
5.961/10
4 years ago
An interesting little pinball layout. Shares similarities with the avengers/Spiderman home game.

The pros:
A serviceable pinball playfield. I’m wondering if George Gomez work on this game as the left and right ramp feels like Lord of the rings. Did George Gomes work on this game? The u-turn is well placed, feels really good. Better than the pro/preen/ led versions to be honest. Smooth flow on the outside Orbits as well. I can actually pick up quite a bit of speed if you find the sweet spots on yer flippers. The translite looks like it’s from the pro and the playfield is serviceable with the art package. The cabinet however, looks really really good. That was a nice surprise.

The cons:
This is a home pinball game and it feels like it. Looking inside the cabinet is pretty much particleboard and is a little bit different than what you would expect with the lock down bar. My biggest issue with something like this style is the tiny screen on this game. It is hard to read. I don’t care if it’s big or small, but if you’re going to have a display, you should be able to effectively communicate with your players. And of the indirect shot/luck shot for the lock. Skillful play should produce skillful rewards. This “lock” shot needs to replace the “o” with a “u”. The only glaring bit of poor play field design in this game.

The takeaway:
While it is not bad, It’s not great either, but this is what’s to be expected from a project at this price point. It’s for the home market and has been budgeted accordingly. There’s been a number of games like this that Stern has tried to bring to the market and this one will probably sell well just on theme alone.

Some Star Wars fan is going to be very happy to find this thing standing next to the Christmas tree this year.
4.153/10
4 years ago
The pros:
The art package looks great.

The cons:
Everything else needs lots of work. No amount of code will make up for a playfield that does not work. I wish suncoast the best, but releasing a game like this is not good. Mechs need to work. Rules need to make sense to a novice and an experienced player.

The takeaway:
A mediocre system 7 layout with 1978 rules can work. But this game doesn’t. Get it together Suncoast! Learn from your mistakes and do better!

Update:
It didn't work out. I feel horrible about this (the real takeaway), but the pinball market is competitive. Pinball dreams are a beautiful thing and these guys reached for it. I MUST to give them kudos for that. However, the product that I played in Texas was not up to par with the quality of Stern, JJP or American Pinball releases. The costs to operate production rose and they made the decision to stop moving forward. I wish the Suncoast crew the best and if they do come back... they do so with a better production.

https://www.pinballnews.com/site/2019/09/23/suncoast-arcade-in-chapter-11/
9.084/10
4 years ago
A one of a kind pinball game.

The pros:
A great theme with media from the movie and modes based on the characters and events of this film. An excellent source to pull an inspired game from. An original layout with some unique features including a kickback that slings the ball under the upper flipper. Considering this is a wide body game, this design feels good and the shots are solid. Similar to JJP’s PotC, this game does not play as wide as its cabinet may suggest.

The cons:
There is only one copy. I played this at the Chicago expo. Some parts of the game are still in development and it feels like it. But for all purposes, this game is a home brew/prototype and as such is not a production game. Some of the mode’s rules are not easy to follow. I am assuming this will only get better with more time and refinement.

The takeaway:
If you are lucky enough to get a chance to play this game, play this game. Then play it again. and then play it some more. Your timely opportunity is short. Make the most of it. Fresh ideas are few and far between in pinball. This game is one of them.

My sincere hope is that a manufacturer will come to an agreement with this game’s creator and we all can play TNBC!
9.323/10
4 years ago
Stern’s Jurassic Park is the second design from Keith Elwin. And as you might surmise, it’s a player!

The Pros:
An interesting blend in the layout. Some shots are recognizable and others are completely unique to this table. Even from the first plunge, the stairstep ramp with the U-turn in it right off the bat is an interesting feature. Throwback to Chaos is a nice nod to the original game from data east. This multiball qualification feature requires that you shoot across the whole table, and then you can go to work. Many of the shots on this game are very tight. Many shots (from the upper flipper for example) require very specific means to set up. The skill shots requiring sequential shots in succession to the ramps are incredibly well done. For a game that has many shots going across the table as this one does, this design has a great deal of flow. Playing this game next to Willie Wonka brings to light play field design philosophies that show the greatness of both designers. While I’ve only had a few games on this design, I look forward to exploring the deeper strategies and seeing how quality play is rewarded within the rules. The Newton jeep feature is interesting in the fact that it doesn’t block shots as much as it makes them more difficult. There are some standups behind the newton-toy, but I really haven’t figured them out as far as how hitting them are built into the gameplay and rules. The game looks good, sounds good and the animations are incredibly well done. For a play field design that has as much side to side action on it as this game has, there is an incredible amount of flow in this game. Jurassic Park is a lot of fun to shoot. So much fun... you don’t have to pay attention to your score to enjoy the game that you’re playing. Kinetic satisfaction...

The Cons:
Some of the tasks that the game gives you in relation to dinosaurs hunting humans are not always veryclear. Specifically which target seem to be hit and which shots need to be scored. You can shoot for the colored/flashing lights, but some of these tasks are still not easy to follow. The lcd display tell you what to shoot for, but I feel like I still need to become more familiar with the game to really “get it”. Ok, ok... it’s me. This is only going to get better as the code becomes more refined, but it’s rather confusing at the moment. There are number of very tight shots on this game. Some of them in particular are critical to big scores. All this is part of the design, but it may be difficult for less skilled players to achieve required shots to make this game sing. The missile shot is a long and narrow shot that really has to have the Newton-Jeep ball out of the way to effectively be made. The C shot in the cast sequence is difficult and getting the ball into the raptor cage affectively is a dangerous proposition. I do not like the translite, it looks muddy. Not that I play the translite, but I believe this game will get a custom artwork treatment by people outside of stern.

The takeaway:
The champ has done it again. Jurassic Park is a great playing game that looks like it’s only going to age well after the rules have been refined and tuned. 2019 has been a very good year for pinball. With games like Black Knight, Willy Wonka and now Jurassic Park currently being produced, things are looking up for pinball!
7.904/10
4 years ago
Boomerang is an interesting game from Bally.

The good:
A very challenging layout that essentially cuts to play field in half. Similar to many games that we see today like creature from the Black lagoon or the Black Knight sword of rage. if you miss a shot, you're in trouble and those out lanes are very hungry. shooting for the ABCD targets on the sides is a dangerous necessity for big scores on this game. Double bonus is huge, and this reminds me of a number of different designs that show this feature both new and old. Jim Patla is a great designer trained under the watchful eye of Master Zale. The cadence of the bonus count makes me do the happy pinball dance.

The bad:
the captive ball shots dominate every strategy in this game. Build your bonus and collect specials. 15k bonus comes very quickly unless the lower star rollovers aren't disabled. This also means the game can be very easy to get extra balls or extra games on depending on the game's settings for special. Best played in a 3-ball format as compared to the usual electromechanical 5 ball game. The spinner and the pop bumper garden are negligible in relation to the real scores on this game. This effectively makes the entire center third of the game's playfield not worth shooting.

The takeaway:
An unusual theme Australian Aboriginal theme. Some more politically correct players refuse to play it due to it's depiction of the theme. A demanding layout that when tuned properly, is a real player.
7.762/10
4 years ago
Flicker is an interesting game from Bally. one thing that made it even more interesting, is that this was the first game that was converted from electromechanical to solid state. There's a story about this test SS game floating out there on the interwebs.

The good:
A very challenging layout that essentially cuts to play field in half. Similar to many games that we see today like creature from the Black lagoon or the Black Knight sword of rage. if you miss a shot, you're in trouble and those out lanes are very hungry. shooting for the ABCD targets on the sides is a dangerous necessity for big scores on this game. Double bonus is huge, and this reminds me of a number of different designs that show this feature both new and old. Jim Patla is a great designer trained under the watchful eye of Master Zale. The cadence of the bonus count makes me do the happy pinball dance.

The bad:
the captive ball shots dominate every strategy in this game. Build your bonus and collect specials. 15k bonus comes very quickly unless the lower star rollovers aren't disabled. This also means the game can be very easy to get extra balls or extra games on depending on the game's settings for special. Best played in a 3-ball format as compared to the usual electromechanical 5 ball game. The spinner and the pop bumper garden are negligible in relation to the real scores on this game. This effectively makes the entire center third of the game's playfield not worth shooting.

The takeaway:
An unusual theme that pays homage to films long gone by. The 4 player game (boomerang) has an even more unusual Australian Aboriginal theme. While many won't even recognize the old movies and music stars of a Time gone by, Laurel and Hardy hold a prominent and easily recognizable place on this design. This game should go quite nicely next to a Sonic prospector.

A demanding layout that when tuned properly, is a real player.
8.625/10
4 years ago
Willy Wonka may be the best pinball layout we've seen from Pat Lawlor since twilight zone.

The Pros:
An absolutely brilliant layout with four full-size flippers that uses play field real estate like no other game in 20 years. It may be the most jampacked feature leading layout per square inch since safecracker. There are long, short, obtuse, bouncing, and flowing shots to be had. In its current state the rules are good, but I think they're going to get better. Careful consideration to shots, rebounds and play field features make this game a player just to flip it.

The Cons:
Pat just doesn't seem to have the best of luck with pinball themes. And while I like the original Willy Wonka movie, the movie is 45 years old. Now with all of that in mind, this is an a bad thing. It's just an unusual one. Fortunately, people seem to get it better than the intellectual high powers needed to wrap your head around dialed in as a theme.

The Takeaway:
Jersey Jack finally seems to be getting better with creating games that play well. The nice thing about this one, is that there are very few things on it to actually break so it may be the kind of game that actually lasts as well. I'm very curious to see what happens with the code on this table, I'm expecting great things from this game and goodness knows the Jersey Jack needs it.

Update v.1:
Copy of a standard game acquired. This game is a true pleasure to shoot with 4 full sized flippers on a narrow bodied game. If the game wasn't angular and chaotic enough.... there are magnets under the playfield. I did get a good look at the collector's edition of this game and that playfield/cabinet package is spectacular (sparkles!). This game features some of my favorite psychedelic animations. They look great. If I have an issue with this game it is in it's "understandability" Some important features of the game are represented by icons as compared to text and graphics. Sometimes this can be easily understood, other times it is something that has to be gotten used to. Getting a GUI interface correct is one of the most underrated and least understood aspects of game design. There are also some matters to the game progress that I still do not understand. How do you start a mode, choose a mode (thanks tiltforums), and how do you know which mode is selected before you shoot the tv to start the mode? Considering 2 out of the 5 kids are accessed/qualified with gameplay modes, this is important. Somebody, if you know, I would like to know and then smack my forehead and exclaim "duuuuuuuuuuhhhhh!". The point is, this game choice information is not easy to discern. And because f it, the rules feel like they are almost, but not really quite there. Give me more time. I mean, I bought the damn game so I could figure it all out... The layers of multiballs and the carryover features of the wonkavator are interesting. I am curious to know if the wonkavator's lock rules change in tournament play... I am assuming they do.

The good news is I love shooting this game. The not so good news is that JJP STILL needs to work on effective player communication through their graphical interface. This game is not as difficult to grasp as the hobbit, woz or Potc, but for some reason... I think that Lawlor has a better grasp on player experience than the rest of the jjp team. I can't wait to see what they do with a Steve Ritchie design!

Update v.2:

The rules.

The Rules.

THE RULES.

Any game. Any game worth it's weight in pin-salt. It has to have rules that are worthy of true play. Two kids that have rando-access to them in game modes. These modes are NOT EARNED. They are NOT CHOSEN. These rules are rando. Fizzy- Golden egg modes are not CHOSEN. They are GIVEN to the player. How do you choose them? How do you determine your own path of play and success? That's right... you don't! Those kids matter. It is Willy Wonka, isn't it? So your game rules should matter too! Damnit. I played this game and loved shooting it. But I don't love these JJP rulesets. I hear many players complaining about flipper feel. What is it? The mechs are good. Is it the EE power to the pin-player interface? Are the signals slow? I don't feel it when I play. I may not be the most sensitive player... but I cannot deny that the rules of the game are not player earned and determined!

HARD FAIL on the rule design of these pinball games. I can puke on stern games for quality issues. But their game rules are good, if not great. To the point that I am having real difficulty taking their games seriously as a player.

I want you to succeed. I want you to make pinball games for the ages. I want you to get out of the bubble that you are in and LISTEN to what the players are saying. The ones who break your work on down to it's essence and show you the cracks in the work that you create.

People who REALLY play pinball are not on your team. They only care about one thing. Great pinball games.

They want it. They DEMAND IT.

And the games that you are creating are not meeting expectations.

When pinball players complain about flipper feel... What else is there? That is the pinball player interaction. Right there. What else do we have to build upon.

Flippers.

They do not FEEL reactive. They do not respond to player input as they should. I don't get it. Their mechs look like Bally-williams mechs from the 90's. Is it their electrical engineering? Is it their computerized controllers that activate their solenoids through their boards? You have to have flippers that work well if you are going to make a pinball game. There is no other greater interaction with pinball player game interaction than that. What else do we have. Nudging is great. But this isn't bagatelle. This is pinball. FULL STOP.

JJP. Get your engineering correct. Get your layouts correct. Get your rules correct. I believe that can do better. So do better. Or pinball will move on without JJP. Or any other manufacturer who makes pinball.
8.625/10
4 years ago
Willy Wonka may be the best pinball layout we've seen from Pat Lawlor since twilight zone.

The Pros:
An absolutely brilliant layout with four full-size flippers that uses play field real estate like no other game in 20 years. It may be the most jampacked feature leading layout per square inch since safecracker. There are long, short, obtuse, bouncing, and flowing shots to be had. In its current state the rules are good, but I think they're going to get better. Careful consideration to shots, rebounds and play field features make this game a player just to flip it.

The Cons:
Pat just doesn't seem to have the best of luck with pinball themes. And while I like the original Willy Wonka movie, the movie is 45 years old. Now with all of that in mind, this is an a bad thing. It's just an unusual one. Fortunately, people seem to get it better than the intellectual high powers needed to wrap your head around dialed in as a theme.

The Takeaway:
Jersey Jack finally seems to be getting better with creating games that play well. The nice thing about this one, is that there are very few things on it to actually break so it may be the kind of game that actually lasts as well. I'm very curious to see what happens with the code on this table, I'm expecting great things from this game and goodness knows the Jersey Jack needs it.

Update v.1:
Copy of a standard game acquired. This game is a true pleasure to shoot with 4 full sized flippers on a narrow bodied game. If the game wasn't angular and chaotic enough.... there are magnets under the playfield. I did get a good look at the collector's edition of this game and that playfield/cabinet package is spectacular (sparkles!). This game features some of my favorite psychedelic animations. They look great. If I have an issue with this game it is in it's "understandability" Some important features of the game are represented by icons as compared to text and graphics. Sometimes this can be easily understood, other times it is something that has to be gotten used to. Getting a GUI interface correct is one of the most underrated and least understood aspects of game design. There are also some matters to the game progress that I still do not understand. How do you start a mode, choose a mode (thanks tiltforums), and how do you know which mode is selected before you shoot the tv to start the mode? Considering 2 out of the 5 kids are accessed/qualified with gameplay modes, this is important. Somebody, if you know, I would like to know and then smack my forehead and exclaim "duuuuuuuuuuhhhhh!". The point is, this game choice information is not easy to discern. And because f it, the rules feel like they are almost, but not really quite there. Give me more time. I mean, I bought the damn game so I could figure it all out... The layers of multiballs and the carryover features of the wonkavator are interesting. I am curious to know if the wonkavator's lock rules change in tournament play... I am assuming they do.

The good news is I love shooting this game. The not so good news is that JJP STILL needs to work on effective player communication through their graphical interface. This game is not as difficult to grasp as the hobbit, woz or Potc, but for some reason... I think that Lawlor has a better grasp on player experience than the rest of the jjp team. I can't wait to see what they do with a Steve Ritchie design!

Update v.2:

The rules.

The Rules.

THE RULES.

Any game. Any game worth it's weight in pin-salt. It has to have rules that are worthy of true play. Two kids that have rando-access to them in game modes. These modes are NOT EARNED. They are NOT CHOSEN. These rules are rando. Fizzy- Golden egg modes are not CHOSEN. They are GIVEN to the player. How do you choose them? How do you determine your own path of play and success? That's right... you don't! Those kids matter. It is Willy Wonka, isn't it? So your game rules should matter too! Damnit. I played this game and loved shooting it. But I don't love these JJP rulesets. I hear many players complaining about flipper feel. What is it? The mechs are good. Is it the EE power to the pin-player interface? Are the signals slow? I don't feel it when I play. I may not be the most sensitive player... but I cannot deny that the rules of the game are not player earned and determined!

HARD FAIL on the rule design of these pinball games. I can puke on stern games for quality issues. But their game rules are good, if not great. To the point that I am having real difficulty taking their games seriously as a player.

I want you to succeed. I want you to make pinball games for the ages. I want you to get out of the bubble that you are in and LISTEN to what the players are saying. The ones who break your work on down to it's essence and show you the cracks in the work that you create.

People who REALLY play pinball are not on your team. They only care about one thing. Great pinball games.

They want it. They DEMAND IT.

And the games that you are creating are not meeting expectations.

When pinball players complain about flipper feel... What else is there? That is the pinball player interaction. Right there. What else do we have to build upon.

Flippers.

They do not FEEL reactive. They do not respond to player input as they should. I don't get it. Their mechs look like Bally-williams mechs from the 90's. Is it their electrical engineering? Is it their computerized controllers that activate their solenoids through their boards? You have to have flippers that work well if you are going to make a pinball game. There is no other greater interaction with pinball player game interaction than that. What else do we have. Nudging is great. But this isn't bagatelle. This is pinball. FULL STOP.

JJP. Get your engineering correct. Get your layouts correct. Get your rules correct. I believe that can do better. So do better. Or pinball will move on without JJP. Or any other manufacturer who makes pinball.
8.625/10
4 years ago
Willy Wonka may be the best pinball layout we've seen from Pat Lawlor since twilight zone.

The Pros:
An absolutely brilliant layout with four full-size flippers that uses play field real estate like no other game in 20 years. It may be the most jampacked feature leading layout per square inch since safecracker. There are long, short, obtuse, bouncing, and flowing shots to be had. In its current state the rules are good, but I think they're going to get better. Careful consideration to shots, rebounds and play field features make this game a player just to flip it.

The Cons:
Pat just doesn't seem to have the best of luck with pinball themes. And while I like the original Willy Wonka movie, the movie is 45 years old. Now with all of that in mind, this is an a bad thing. It's just an unusual one. Fortunately, people seem to get it better than the intellectual high powers needed to wrap your head around dialed in as a theme.

The Takeaway:
Jersey Jack finally seems to be getting better with creating games that play well. The nice thing about this one, is that there are very few things on it to actually break so it may be the kind of game that actually lasts as well. I'm very curious to see what happens with the code on this table, I'm expecting great things from this game and goodness knows the Jersey Jack needs it.

Update v.1:
Copy of a standard game acquired. This game is a true pleasure to shoot with 4 full sized flippers on a narrow bodied game. If the game wasn't angular and chaotic enough.... there are magnets under the playfield. I did get a good look at the collector's edition of this game and that playfield/cabinet package is spectacular (sparkles!). This game features some of my favorite psychedelic animations. They look great. If I have an issue with this game it is in it's "understandability" Some important features of the game are represented by icons as compared to text and graphics. Sometimes this can be easily understood, other times it is something that has to be gotten used to. Getting a GUI interface correct is one of the most underrated and least understood aspects of game design. There are also some matters to the game progress that I still do not understand. How do you start a mode, choose a mode (thanks tiltforums), and how do you know which mode is selected before you shoot the tv to start the mode? Considering 2 out of the 5 kids are accessed/qualified with gameplay modes, this is important. Somebody, if you know, I would like to know and then smack my forehead and exclaim "duuuuuuuuuuhhhhh!". The point is, this game choice information is not easy to discern. And because f it, the rules feel like they are almost, but not really quite there. Give me more time. I mean, I bought the damn game so I could figure it all out... The layers of multiballs and the carryover features of the wonkavator are interesting. I am curious to know if the wonkavator's lock rules change in tournament play... I am assuming they do.

The good news is I love shooting this game. The not so good news is that JJP STILL needs to work on effective player communication through their graphical interface. This game is not as difficult to grasp as the hobbit, woz or Potc, but for some reason... I think that Lawlor has a better grasp on player experience than the rest of the jjp team. I can't wait to see what they do with a Steve Ritchie design!

Update v.2:

The rules.

The Rules.

THE RULES.

Any game. Any game worth it's weight in pin-salt. It has to have rules that are worthy of true play. Two kids that have rando-access to them in game modes. These modes are NOT EARNED. They are NOT CHOSEN. These rules are rando. Fizzy- Golden egg modes are not CHOSEN. They are GIVEN to the player. How do you choose them? How do you determine your own path of play and success? That's right... you don't! Those kids matter. It is Willy Wonka, isn't it? So your game rules should matter too! Damnit. I played this game and loved shooting it. But I don't love these JJP rulesets. I hear many players complaining about flipper feel. What is it? The mechs are good. Is it the EE power to the pin-player interface? Are the signals slow? I don't feel it when I play. I may not be the most sensitive player... but I cannot deny that the rules of the game are not player earned and determined!

HARD FAIL on the rule design of these pinball games. I can puke on stern games for quality issues. But their game rules are good, if not great. To the point that I am having real difficulty taking their games seriously as a player.

I want you to succeed. I want you to make pinball games for the ages. I want you to get out of the bubble that you are in and LISTEN to what the players are saying. The ones who break your work on down to it's essence and show you the cracks in the work that you create.

People who REALLY play pinball are not on your team. They only care about one thing. Great pinball games.

They want it. They DEMAND IT.

And the games that you are creating are not meeting expectations.

When pinball players complain about flipper feel... What else is there? That is the pinball player interaction. Right there. What else do we have to build upon.

Flippers.

They do not FEEL reactive. They do not respond to player input as they should. I don't get it. Their mechs look like Bally-williams mechs from the 90's. Is it their electrical engineering? Is it their computerized controllers that activate their solenoids through their boards? You have to have flippers that work well if you are going to make a pinball game. There is no other greater interaction with pinball player game interaction than that. What else do we have. Nudging is great. But this isn't bagatelle. This is pinball. FULL STOP.

JJP. Get your engineering correct. Get your layouts correct. Get your rules correct. I believe that can do better. So do better. Or pinball will move on without JJP. Or any other manufacturer who makes pinball.
7.865/10
4 years ago
I FINALLY got to play a working PUNK!

The Pros:
A truly imaginative and interesting layout. The amount of slings on this game is incredible. There are more angles to play on this table than just about any other game I have ever played. The lock sequence is punishing if drained. No stealing locks here. Either you succeed or the game drains your balls for you. The inner chamber with the left and rightlock release are HARD shots and building the multiball bunus in multiball means that achieving and succeeding at multiball is the key to big scores. Lots of drops to shoot and the left lock shot may be the loooooonnnnnngest in pinball, evah. No other pinball game looks like this one does, that is for sure.

The Cons:
Finding one that works.

The Takeaway:
Find one if you can and hope that the collector has taken good care of it. With a unique layout, art package and theme, there are going to be some who love and many who do not... this game. If you like a different kind of game, find a PUNK! and play it up!

Update:
I got the chance to play a really nice game that had been restored and man... is this game HARD! Similar to Spirit in the sense that few things are more deflating to a pinball player than watching 2 locked balls head into the trough because you didn't seal the multiball deal. If you can hit BOTH standups in the center shot garden to start multiball, you have pin-balls of steel. getting 3 ball multiball on this game is hard. As in Black Hole hard. the kickers on this game add a great deal of chaos and while the outlanes are not that hungry... the game will just make you look silly again, and again, and again. Do you love pinball and have a sado-masochistic streak, then PUNK is for you.
8.756/10
4 years ago
The first part of this review is based upon the pro version of this game. The second part specifically deals with the preem/LE.

Black Knight v.3 is fast and furious. What didja expect? It's a Steve Ritchie game!

The Pros:
This game is FAST. All shots flow and the center ramp is surprisingly easy and smooth. Backhanded shots are king to the ramp and the 180 degree lock saucer. The rules are going to make this game. So far, they are pretty good. The sound and animations on this game are way sweet! From the first plunge, the game is FAST, furious and true to Steve's philosophy.

The Cons:
Not the most creative fan layout designed. Feels like No Fear v.2 meets Got v.2. Narrow shots missed absolutely punish less accurate shooting. No mercy to the point of no return. The center standup that has to be hit is a purposely dangerous shot to The point of being cheap.

The Takeaway:
A solid playing game that has benefited from iMaid with its less deep/moar wide ruleset. Do not be fooled. This game is not for the timid or the SJW-love-peace and treefrogs crew. This is a manly man's man of a man... man's game. Play better or lose.

NO WEAK DICK SHIT ALLOWED! PLAY A REAL GAME. PLAY PINBALL!

Update v.1:
Yeah, already. And unfortunately not for the better. The layout is becoming less endearing to me. All raised lanes lead to the right inlane. I am sure this will change with the preem/LE, but for now this lopsidedness is disappointing. Can't wait to play this game with the upper PF now. Two spinners on adjacent lanes is not something seen too often and the VUK where the lefto orbit normally would be is interesting but also feeds to the right flipper. Rinse and repeat. Artwork on the translite looks muddy. That works with the theme, but I expect better from this team. The animations though... Incredible!

Respect must be given to the TimBawlz application of the Elwin'd "breadth" of rules as compared to "depth" of rules that are still clear and not confusing. The OG BK sound mode is a total hoot, sounds awesome and is the highest point opportunity in the game. Spinners ripping, YAY! Unbalanced scoring... not so hot.

We shall see what happens in the future with this game. Once again, this is only going to get better as time goes on. I look forward to the day when the rules of this game exceed the quality of the pinball layout. Scores reduced accordingly.

Preem/LE addendum:
THIS is the game that should have been EVERY BKv3. While most Stern Pros have as much if not even more game in it than preem/LE's, this game (just like the other two) has an upper playfield. This upper PF is not complex, but it is very well designed. The entrances from the lower PF become evident in relation to the reductive choices SR had to make for the BOM of the pro to exist.

I get it. This is part of Stern's business plan.

But for me, THIS is the BK v3 to play! The game plays and flows as it should. Starting a multiball and then stacking another one on top of it FROM THE OTHER PLAYFIELD, is what Black Knight is all about. you can start a multiball with 3 flips from the upper pf. Learning how to nudge the rubber on the left hand side of the upper pf means that you are manipulating this game from the work GO!

The rules, almost the same
the shots on the lower pf, almost the same
the upper PF makes this game.

This version is the one to get!

Update v.2:
Why do I get the feeling that see Richie designs premium games and then reduces features to make the bill of material for the pro? I don’t know, that’s just what it feels like to me. The game doesn’t feel complete unless it has the playfield, just like all the other black knight games. While I understand the need for a less expensive option that is reliable on location, I don’t believe the design process should be a reductive one. Not only that, but why Mr. bean counters win? Why can’t the best selling designer of all time design games as he deems fit the play the way that they should? I understand that this business decision is not mine to make, but whenever I play the pro version of this game, I feel like I’ve been shorted as compared to I’m playing the game with the full experience as it was intended. I feel strongly enough about this that I don’t even want to play the pro. I’m going to have fun playing the premium/LE. But not the pro. A strange contrast for me between this game and Game of Thrones.
8.756/10
4 years ago
The first part of this review is based upon the pro version of this game. The second part specifically deals with the preem/LE.

Black Knight v.3 is fast and furious. What didja expect? It's a Steve Ritchie game!

The Pros:
This game is FAST. All shots flow and the center ramp is surprisingly easy and smooth. Backhanded shots are king to the ramp and the 180 degree lock saucer. The rules are going to make this game. So far, they are pretty good. The sound and animations on this game are way sweet! From the first plunge, the game is FAST, furious and true to Steve's philosophy.

The Cons:
Not the most creative fan layout designed. Feels like No Fear v.2 meets Got v.2. Narrow shots missed absolutely punish less accurate shooting. No mercy to the point of no return. The center standup that has to be hit is a purposely dangerous shot to The point of being cheap.

The Takeaway:
A solid playing game that has benefited from iMaid with its less deep/moar wide ruleset. Do not be fooled. This game is not for the timid or the SJW-love-peace and treefrogs crew. This is a manly man's man of a man... man's game. Play better or lose.

NO WEAK DICK SHIT ALLOWED! PLAY A REAL GAME. PLAY PINBALL!

Update v.1:
Yeah, already. And unfortunately not for the better. The layout is becoming less endearing to me. All raised lanes lead to the right inlane. I am sure this will change with the preem/LE, but for now this lopsidedness is disappointing. Can't wait to play this game with the upper PF now. Two spinners on adjacent lanes is not something seen too often and the VUK where the lefto orbit normally would be is interesting but also feeds to the right flipper. Rinse and repeat. Artwork on the translite looks muddy. That works with the theme, but I expect better from this team. The animations though... Incredible!

Respect must be given to the TimBawlz application of the Elwin'd "breadth" of rules as compared to "depth" of rules that are still clear and not confusing. The OG BK sound mode is a total hoot, sounds awesome and is the highest point opportunity in the game. Spinners ripping, YAY! Unbalanced scoring... not so hot.

We shall see what happens in the future with this game. Once again, this is only going to get better as time goes on. I look forward to the day when the rules of this game exceed the quality of the pinball layout. Scores reduced accordingly.

Preem/LE addendum:
THIS is the game that should have been EVERY BKv3. While most Stern Pros have as much if not even more game in it than preem/LE's, this game (just like the other two) has an upper playfield. This upper PF is not complex, but it is very well designed. The entrances from the lower PF become evident in relation to the reductive choices SR had to make for the BOM of the pro to exist.

I get it. This is part of Stern's business plan.

But for me, THIS is the BK v3 to play! The game plays and flows as it should. Starting a multiball and then stacking another one on top of it FROM THE OTHER PLAYFIELD, is what Black Knight is all about. you can start a multiball with 3 flips from the upper pf. Learning how to nudge the rubber on the left hand side of the upper pf means that you are manipulating this game from the work GO!

The rules, almost the same
the shots on the lower pf, almost the same
the upper PF makes this game.

This version is the one to get!

Update v.2:
Why do I get the feeling that see Richie designs premium games and then reduces features to make the bill of material for the pro? I don’t know, that’s just what it feels like to me. The game doesn’t feel complete unless it has the playfield, just like all the other black knight games. While I understand the need for a less expensive option that is reliable on location, I don’t believe the design process should be a reductive one. Not only that, but why Mr. bean counters win? Why can’t the best selling designer of all time design games as he deems fit the play the way that they should? I understand that this business decision is not mine to make, but whenever I play the pro version of this game, I feel like I’ve been shorted as compared to I’m playing the game with the full experience as it was intended. I feel strongly enough about this that I don’t even want to play the pro. I’m going to have fun playing the premium/LE, But not the pro. A strange contrast for me between this game and Game of Thrones.
7.799/10
4 years ago
Black Knight v.3 is fast and furious. What didja expect? It's a Steve Ritchie game!

The Pros:
This game is FAST. All shots flow and the center ramp is surprisingly easy and smooth. Backhanded shots are king to the ramp and the 180 degree lock saucer. The rules are going to make this game. So far, they are pretty good. The sound and animations on this game are way sweet! From the first plunge, the game is FAST, furious and true to Steve's philosophy.

The Cons:
Not the most creative fan layout designed. Feels like No Fear v.2 meets Got v.2. Narrow shots missed absolutely punish less accurate shooting. No mercy to the point of no return. The center standup that has to be hit is a purposely dangerous shot to The point of being cheap.

The Takeaway:
A solid playing game that has benefited from iMaid with its less deep/moar wide ruleset. Do not be fooled. This game is not for the timid or the SJW-love-peace and treefrogs crew. This is a manly man's man of a man... man's game. Play better or lose.

NO WEAK DICK SHIT ALLOWED! PLAY A REAL GAME. PLAY PINBALL!

Update v.1:
Yeah, already. And unfortunately not for the better. The layout is becoming less endearing to me. All raised lanes lead to the right inlane. I am sure this will change with the preem/LE, but for now this lopsidedness is disappointing. Can't wait to play this game with the upper PF now. Two spinners on adjacent lanes is not something seen too often and the VUK where the lefto orbit normally would be is interesting but also feeds to the right flipper. Rinse and repeat. Artwork on the translite looks muddy. That works with the theme, but I expect better from this team. The animations though... Incredible!

Respect must be given to the TimBawlz application of the Elwin'd "breadth" of rules as compared to "depth" of rules that are still clear and not confusing. The OG BK sound mode is a total hoot, sounds awesome and is the highest point opportunity in the game. Spinners ripping, YAY! Unbalanced scoring... not so hot.

We shall see what happens in the future with this game. Once again, this is only going to get better as time goes on. I look forward to the day when the rules of this game exceed the quality of the pinball layout. Scores reduced accordingly.

Update v.2:
Why do I get the feeling that see Richie designs premium games and then reduces features to make the bill of material for the pro? I don’t know, that’s just what it feels like to me. The game doesn’t feel complete unless it has the playfield, just like all the other black knight games. While I understand the need for a less expensive option that is reliable on location, I don’t believe the design process should be a reductive one. Not only that, but why Mr. bean counters win? Why can’t the best selling designer of all time design games as he deems fit the play the way that they should? I understand that this business decision is not mine to make, but whenever I play the pro version of this game, I feel like I’ve been shorted as compared to I’m playing the game with the full experience as it was intended. I feel strongly enough about this that I don’t even want to play the pro. I’m going to have fun playing the premium/LE, but not the pro. A strange contrast for me between this game and Game of Thrones.
8.864/10
5 years ago
Mars God of War is an interesting table. It happens to play very well too.

The pros:
A more "traditional" widebody layout from Gottlieb that belies a challenging and relentless gameplay. Super hungry outlines in combination with a punishing multiball rule set that eliminates the stealing of ball locks and makes fully grown pinball players curl up into the fetal position and cry. Surprisingly tight shots at the top of the playfields mean that only players with good aim need apply. Going through the table hitting drops is dangerous as the angles on this game are sending the ball side to side all day long.

The cons:
This design lacks the finesse and polish of a bally or a Williams game. Even when tuned and set up properly it feels "clunky" in comparison to the competition's designs. Your flipper had better be strong or you will never make the ramp. Left outlane, burn in hell.

The takeaway:
Set this game up steep, but not so steep you can't make the ramp shot and expect to see this game in some bigger competitions soon. This game is a player when treated right. Flipper rebuilds and a fresh coat of wax will make the difference. Is it the next team one or TX Sector? Could be... It is a gottlieb!
7.781/10
5 years ago
Sweet Sioux is a sweet game from Gottlieb.

The Pros:
Awesome backglass with politically incorrect artwork shows the signs of the times. I usually don't like gobble holes, but this game places them near the roto target and the layout has a small space between the eety beety fleepers. This means that playability is still there. Scoring options cycle at the top 10/20/50 lanes for double scores as well as cycling through the lit scoring ladder. This means that shooting for the roto target can be the lit target, or the gobble holes, or getting the ball up into the pops when they are lit and trying to hit the bullseye standup.

The cons:
This game kicks my ass. The slings can mean life or death on this design.

The takeaway:
A really good game from this era that successfully implements gobble holes by the center. Similar to Williams Jungle in the lower pf layout, this game is a player. Find one, session it out and take a chance with a multiplayer game. Of scoring opportunities hold over between player's turns.
6.175/10
5 years ago
The Munsters was a great show. Now it's a Stern pinball game.

The Good:
This game looks and sounds great. Judicious use if the Tv show footage is very well edited. The cabinet, PF and trans(ylvania)lite look fantastic! The shots are standard Borg and feel solid. The Herman randomizer is far enough up the PF to be less of a death shot than the magnet may suggest. I did not expect to see Spot on the Pro. The left lane is like the MM catapult, but with Borg frugality and functionality.

The Bad:
The marketing algorithm at Stern Inc. has determined that along with grandpa rock, 60's tv shows and comic books are what pinball is all about. The pro really feels ok. The preem/le is more of a game.

yay.

Lots of airballs down by the flippers into the outlanes. Probably needs the ghostbusters treatment. Personally I prefer the Black and White look of the tv show for the art treatment. Rules are Herman heavy right now. Two shots into the game and you are off, but the scoring is VERY heavy on Herman. Kind of like Sparky and Groot...

The Takeaway:
A great FUN theme to play. The game plays well and people are going to play it. Despite my grumblings, this game is going to do well on location. Expect updates to this review as code progresses.

Update:
For a game that heavily relies on the layout of Medieval Madness, I’m struggling with why I’m walking by this game so much. I think more than anything it Hass to do with the patient and the rules of the game. The rules are very task granted and I feel like you have to complete one character before you get to the next part of the game. It feels a bit isolating and older and it’s vintage. A good comparison with the monster Bash. However, that video screen needs to have movie time. And the patient is much different than an older pinball game. Older pinball games with you theatrical exceptions kept the ball molding and kept the players eye on the ball. The DMV on this game takes up so much time and space, that it breaks the flow and the enjoyment of the game. Do you have a good animes that is how much of the aesthetic of the theme has been accentuated or in some cases replaced with more modern 3-D graphics. Part of the fun of watching the Munsters is the old black-and-white analog low budget television technology that was used at the time.

While software updates and polish to the game, the overall pacing and break from the look of the original show doesn’t do favors to the team. Out of the three, I like the black and white cabinet the best. Seen the monsters in color, just looks strange. I also really enjoyed the little playfield it is extremely well executed. I don’t like playing this game without the lower play field and while I know some people love it, I feel like the premium limited edition version is the only way to go while playing this design.
7.707/10
5 years ago
The Munsters was a great show. Now it's a Stern pinball game.

The Good:
This game looks and sounds great. Judicious use if the Tv show footage is very well edited. The cabinet, PF and trans(ylvania)lite look fantastic! The shots are standard Borg and feel solid. The Herman randomizer is far enough up the PF to be less of a death shot than the magnet may suggest. I did not expect to see Spot on the Pro. The left lane is like the MM catapult, but with Borg frugality and functionality. The lower playfield makes the difference on this design. The Stewie Pinball layout with the super skillshot and 5 buttons with their individual actions, and multiball being played on 2 levels at the same time... YES! This gameplay is worth the preem/le. First time since AC/DC. The tiny ball on the lower PF works GREAT!

The Bad:
The marketing algorithm at Stern Inc. has determined that along with grandpa rock, 60's tv shows and comic books are what pinball is all about. The pro really feels ok. The preem/le is more of a game.

yay.

Lots of airballs down by the flippers into the outlanes. Probably needs the ghostbusters treatment. Personally I prefer the Black and White look of the tv show for the art treatment. Rules are Herman heavy right now. Two shots into the game and you are off, but the scoring is VERY heavy on Herman. Kind of like Sparky and Groot...

The Takeaway:
A great FUN theme to play. The game plays well and people are going to play it. Despite my grumblings, this game is going to do well on location. I actually got to play a 5 player zen game with the 4 flippers and the whammy button on the lockdown bar. Never done that before...Expect updates to this review as code progresses.

Update:
For a game that heavily relies on the layout of Medieval Madness, I’m struggling with why I’m walking by this game so much. I think more than anything it Hass to do with the patient and the rules of the game. The rules are very task granted and I feel like you have to complete one character before you get to the next part of the game. It feels a bit isolating and older and it’s vintage. A good comparison with the monster Bash. However, that video screen needs to have movie time. And the patient is much different than an older pinball game. Older pinball games with you theatrical exceptions kept the ball molding and kept the players eye on the ball. The DMV on this game takes up so much time and space, that it breaks the flow and the enjoyment of the game. Do you have a good animes that is how much of the aesthetic of the theme has been accentuated or in some cases replaced with more modern 3-D graphics. Part of the fun of watching the Munsters is the old black-and-white analog low budget television technology that was used at the time.

While software updates and polish to the game, the overall pacing and break from the look of the original show doesn’t do favors to the team. Out of the three, I like the black and white cabinet the best. Seen the monsters in color, just looks strange. I also really enjoyed the little playfield it is extremely well executed. I don’t like playing this game without the lower play field and while I know some people love it, I feel like the premium limited edition version is the only way to go while playing this design.
7.042/10
5 years ago
The Munsters was a great show. Now it's a Stern pinball game.

The Good:
This game looks and sounds great. Judicious use if the Tv show footage is very well edited. The cabinet, PF and trans(ylvania)lite look fantastic! The shots are standard Borg and feel solid. The Herman randomizer is far enough up the PF to be less of a death shot than the magnet may suggest. I did not expect to see Spot on the Pro. The left lane is like the MM catapult, but with Borg frugality and functionality. The lower playfield makes the difference on this design. The Stewie Pinball layout with the super skillshot and 5 buttons with their individual actions, and multiball being played on 2 levels at the same time... YES! This gameplay is worth the preem/le. First time since AC/DC. The tiny ball on the lower PF works GREAT!


The Bad:
The marketing algorithm at Stern Inc. has determined that along with grandpa rock, 60's tv shows and comic books are what pinball is all about. The pro really feels ok. The preem/le is more of a game.

yay.

Lots of airballs down by the flippers into the outlanes. Probably needs the ghostbusters treatment. Personally I prefer the Black and White look of the tv show for the art treatment. Rules are Herman heavy right now. Two shots into the game and you are off, but the scoring is VERY heavy on Herman. Kind of like Sparky and Groot...

The Takeaway:
A great FUN theme to play. The game plays well and people are going to play it. Despite my grumblings, this game is going to do well on location. I actually got to play a 5 player zen game with the 4 flippers and the whammy button on the lockdown bar. Never done that before...Expect updates to this review as code progresses.

Update:
For a game that heavily relies on the layout of Medieval Madness, I’m struggling with why I’m walking by this game so much. I think more than anything it Hass to do with the patient and the rules of the game. The rules are very task granted and I feel like you have to complete one character before you get to the next part of the game. It feels a bit isolating and older and it’s vintage. A good comparison with the monster Bash. However, that video screen needs to have movie time. And the patient is much different than an older pinball game. Older pinball games with you theatrical exceptions kept the ball molding and kept the players eye on the ball. The DMV on this game takes up so much time and space, that it breaks the flow and the enjoyment of the game. Do you have a good animes that is how much of the aesthetic of the theme has been accentuated or in some cases replaced with more modern 3-D graphics. Part of the fun of watching the Munsters is the old black-and-white analog low budget television technology that was used at the time.

While software updates and polish to the game, the overall pacing and break from the look of the original show doesn’t do favors to the team. Out of the three, I like the black and white cabinet the best. Seen the monsters in color, just looks strange. I also really enjoyed the little playfield it is extremely well executed. I don’t like playing this game without the lower play field and while I know some people love it, I feel like the premium limited edition version is the only way to go while playing this design.
8.856/10
5 years ago
Now you too can play Seawitch-Supreme!

The Pros:
Finally, a Beatles game. Not the "bootles" but The Beatles. Only a few songs and modes to play through. Code is still not polished, but the changes to the PF and the additions of a target behind the 3 drops on the left and judicious use of the magnet at the top of the arch are well placed. Multiple skillshots from the plunge means that there are many ways to approach this game from the plunge into each ball. The Magneto spinner is well placed and adds quite a bit of chaos to the game drawing the ball in even when it is moving very quickly. The main shots of the game have been opened up where they needed to be and I'd be curious to know if they plan to implement a "classic" seawitch ruleset with a fleeper code. This deck looks and sounds GREAT! The EM score display is very well done and you can see all 4 players' score at all times for those quick tourney decisions. This game plays very fast and flows incredibly well.

The Cons:
Yoko Ono had a say in the approval of this game. The game has been "simplified" to a single level playfield to accommodate the wishes of the "feel" of the game. So, PBR gets 2 inch flippers, but The Beatles don't. Not the deepest ruleset, but still more complex than TNA. 2 ball multiball on ball 3 harkens back to the days of Data East. Oh yeah... Kaminkow had a hand in this game and he thinks he is a pinball game designer... The Unobtanium edition costs 17 Go-zillion bitcoins and has the playfield ink infused with the blood of Paul and Ringo and the fleeper rubbers have been injected with microcrystals made out of John's toenails and George's sitar strings. The first million dollar pinball game license. yay.

The Takeaway:
If you just have to have it and can afford it, go for it. It's lots of fun to play, especially on location or in someone else's collection.
8.856/10
5 years ago
Now you too can play Seawitch-Supreme!

The Pros:
Finally, a Beatles game. Not the "bootles" but The Beatles. Only a few songs and modes to play through. Code is still not polished, but the changes to the PF and the additions of a target behind the 3 drops on the left and judicious use of the magnet at the top of the arch are well placed. Multiple skillshots from the plunge means that there are many ways to approach this game from the plunge into each ball. The Magneto spinner is well placed and adds quite a bit of chaos to the game drawing the ball in even when it is moving very quickly. The main shots of the game have been opened up where they needed to be and I'd be curious to know if they plan to implement a "classic" seawitch ruleset with a fleeper code. This deck looks and sounds GREAT! The EM score display is very well done and you can see all 4 players' score at all times for those quick tourney decisions. This game plays very fast and flows incredibly well.

The Cons:
Yoko Ono had a say in the approval of this game. The game has been "simplified" to a single level playfield to accommodate the wishes of the "feel" of the game. So, PBR gets 2 inch flippers, but The Beatles don't. Not the deepest ruleset, but still more complex than TNA. 2 ball multiball on ball 3 harkens back to the days of Data East. Oh yeah... Kaminkow had a hand in this game and he thinks he is a pinball game designer... The Unobtanium edition costs 17 Go-zillion bitcoins and has the playfield ink infused with the blood of Paul and Ringo and the fleeper rubbers have been injected with microcrystals made out of John's toenails and George's sitar strings. The first million dollar pinball game license. yay.

The Takeaway:
If you just have to have it and can afford it, go for it. It's lots of fun to play, especially on location or in someone else's collection.
8.748/10
5 years ago
Now you too can play Seawitch-Supreme!

The Pros:
Finally, a Beatles game. Not the "bootles" but The Beatles. Only a few songs and modes to play through. Code is still not polished, but the changes to the PF and the additions of a target behind the 3 drops on the left and judicious use of the magnet at the top of the arch are well placed. Multiple skillshots from the plunge means that there are many ways to approach this game from the plunge into each ball. The Magneto spinner is well placed and adds quite a bit of chaos to the game drawing the ball in even when it is moving very quickly. The main shots of the game have been opened up where they needed to be and I'd be curious to know if they plan to implement a "classic" seawitch ruleset with a fleeper code. This deck looks and sounds GREAT! The EM score display is very well done and you can see all 4 players' score at all times for those quick tourney decisions. This game plays very fast and flows incredibly well.

The Cons:
Yoko Ono had a say in the approval of this game. The game has been "simplified" to a single level playfield to accommodate the wishes of the "feel" of the game. So, PBR gets 2 inch flippers, but The Beatles don't. Not the deepest ruleset, but still more complex than TNA. 2 ball multiball on ball 3 harkens back to the days of Data East. Oh yeah... Kaminkow had a hand in this game and he thinks he is a pinball game designer... The Unobtanium edition costs 17 Go-zillion bitcoins and has the playfield ink infused with the blood of Paul and Ringo and the fleeper rubbers have been injected with microcrystals made out of John's toenails and George's sitar strings. The first million dollar pinball game license. yay.

The Takeaway:
If you just have to have it and can afford it, go for it. It's lots of fun to play, especially on location or in someone else's collection.
6.268/10
5 years ago
The Pros:
Dispenses beer.

The Cons:
It's a Bally Star Trek with a new paint job. It is the only pinball game that awards good game play with beer.

The Takeaway:
Play this game. Get some beer.
7.830/10
5 years ago
Batter up is the add-a-ball version of Gottlieb's Baseball. Batter up is an interesting game with dual scoring for the points during the game as well as runs. Two ways to play the same pinball game from 1970 with the added feature of add-a-ball (innings) gameplay? Cool!

The Pros:
A well laid out PF that lets you load the bases from the top lanes as well as using the rollovers on the main pf. Dual vari-targets require precise aim at all times. Lighting the pf features and then getting the ball to the top of the PF in the pops yields lots of points. The art package is simple and nostalgic. Art Stieinholm did a great job with this table.

The Cons:
Eeeeety Beeeeety Fleeeepers NEED to be tight snappy and at FULL POWER for this game to operate as it should. Consider more powerful coils? Make sure your vari- targets are smooth and responsive. The biggest feature of this game needs to be taken care of or the game falls flat in no time.

The Takeaway:
Load up your bases and knock it out of the vari-park! Pinball games really are like children. Give your deck the love it deserves and you will have a great pinball game on your hands.
7.763/10
5 years ago
This is the best offering I have seen from Spooky so far. I like this layout better than AMH!

The Pros:
A solid layout and help from a world pinball champion to make their rules more balanced and tuned. The toys and plastic moldings on this game are better laid out and make for a fun environment. Better than the graveyard on BSD. For real. The PF shots are narrow, but never felt like they were un-makeable. The upper Pf may be the best I have seen since TSPP. The artwork, animations and music are meshed together with finesse and are polished to a fine collaboration. The amount of custom callouts that AC did for this game is just silly. AWESOME!

The Cons:
QC still seems to be the most inconsistent thing about Spooky's games. This is not to say that other manufacturers don't have these issues, they do. But Charlie and Co. seem to be caught in that intermediate rut. After seeing their factory, I am under the belief that things are only going to get better for them. After a number of plays, the ball got lost from the upper PF to the lower.

The Takeaway:
Spooky is getting much better. They still need to get their build quality down pat. But when they do... watch out! I am now going to have to become more familiar with Alice's catalog... Spooky keeps moving forward. YES! I will review this game once I get more miles on it.

Update:
This game has not aged well, regardless of rule updates, the playfield on this game is just too tight on the main level. I really like the upper PF, it is very creative and is a lot of fun to play. The ball does not stay up there long, but that's fine for an upper playfield. The lower playfield is filled with shots that are 1-1/2 inches wide. Think Houdini, but with more shots. I believe there are more software updates on the way, but the last time I played it, you could start a mode on ball one and end your game with the same mode. Hit that one shot... brick. Hit that one shot again, brick. I guess I really have to work on my aim.

I absolutely adore the comic-book page-turning theme with the video screen. It is perfect for this game. The modes can be interesting and the "paths" that the player takes through the modes remind me of playing Wizardry on an Apple ii. This game looks great, sounds fantastic and is true to the theme of Alice Cooper. I just wish that it played better...

Scores reduced accordingly.
7.277/10
5 years ago
Oktoberfest was premiered at 2018 Pinball Expo in Chicago.

The Pros:
The playfield design on this game is a HUGE improvement over Houdini's tight playfield. Shots have flow and the upper flipper is well utilized. The ramp shot is surprisingly late on the upper flipper. Adjust your timing or die! The rules are interesting in that modes seem to be able to be stacked with other modes and chosen at will. Very interesting. The build quality on American Pinball's games seems to be superior to other manufacturers. This is a wonderful surprise and I have to say that the way that they put their games together gives other manufacturers something to think about. I hope that they can get a better pf layout on their next title.

The Cons:
Sexual assault monkey makes people cry. While the mid-upper playfield of this game is a marked improvement over Houdini, the lower pf is wide open with little if anything to do. The artwork is busy to the point of it looks like a magic eye illusion book that makes you cross your eyes until you see things. The animations of the crowd are muddy and look like bugs crawling over something that just died. The timing with modes and between sequences on the display is noticeably long. Is this an issue with the p3 system? Who knows? Will they develop their own system? Who knows...?

The Takeaway:
It's a beer themed pinball game. What is not to like? When American Pinball gets their playfield designs down... they are going to be a force to be reckoned with. While they are developing their games and rule sets, I would consider this a step in the right direction and an improvement on their initial offering. I will be reviewing this game at a later date to see what they do with what they have with this title.

I want to be very clear about this. I LIKE the people at American Pinball. I WANT them to succeed. They have their work cut out for them and decisions that need to be made to make more playable games. Best of luck to them, now make it HAPPEN!

Update:
This game in some ways is growing on me. And in other ways the skin is an example of how the little things add up. Small lags between modes or information is presented to the player. The technology that they are building this work is fast enough to accommodate instant reactions in milliseconds, so what’s the hold up? Is it the Base code? I’m not sure. Clarity for the modes is not very clear and the rules for said modes are not immediately apparent. It’s the JJP curse. You really have to buy the game to get to know it inside and out. And why do that when you can just got for the flashing lights. Wait, there are no lights flashing...

What to do?

More work needs to be done to make this game feel and look as good as the competition. Is it fun? It is more fun than houdini and in some ways feels clunkier than the first design. Learning the sweet spot to the upper flipper takes some getting used to. And that spinner magnet placement by the upper flipper... could have been better.

American pinball needs to consider their code and playfield design. The update made this game better, but the polish and efficiency of effective communication with the player is still lagging. And while stern and JJP ave their own issues, they are still leaving American in a distant third in relation to gameplay quality.

C’Mon guys, let’s get it right!

Update v.2:
I gotta give props to the American Pinball crew. Joe Schober reached out to me and asked me to meet him after I wrote the last update. He wanted to show me around this game and let me know what I wrote in the last update was not necessarily the case. On the floor in Chicago at Pinball Expo at the American Pinball booth... the show was on. A few things of note. I went to the Game Exchange in Colorado the week before and played the game after he messaged me about what I was not getting. I have to admit that I am one of those dummies that DOES NOT READ THE RULES before playing a game. Well, it's right there on the apron. Derp! While there are a number of modes and steins with correlations and bonuses to modes as well as gameplay features, this is part of the depth of the game. Gotta get to know the game to really make it sing. That is the same for ANY pinball game. There are some things that are still not as clear as they could be. especially in relation to the inserts being semi-opaque and not "popping" enough to the eye. The artwork on the playfield cannot be changed and the values are not dark and light enough to really stand out to the player's eye to transcend language.

You know that third button, it has uses. Namely the post/magnet over the top lanes (and some other features as well, need to play the game more...). Not obvious, but I also have to take some responsibility here and do more to really learn this (or any other pinball game). Let's see what the casuals do too...hmm?

Most importantly, the games at the floor of the Pinball Expo were running new beta code. The new code is much snappier and faster between transitions and modes that happen as the game progresses. This seems to be at a system level, so while their first and second games suffer from lack of refinement, the third (and subsequent games) should be much better for this work. New animations and a match play sequence are rounding out the gameplay. Considering the size of the teams (American Pinball is much smaller than Stern) they are doing a great job. Releasing games early may be a financial necessity for them, their games may suffer for it, but American Pinball is DOING IT! I'm cheering them on. Big ups to Joe for taking the time to reach out and show me better. I do appreciate it!

Look for more good things from this company and hopefully better playing layouts to build upon.
7.263/10
5 years ago
It has been a long time since I heard about kingpin. I got to finally play it (and met mark ritchie too!) at Expo 2018.

The Pros:
This game feels great to shoot. Spinners on ramps? This should not work... but it does! The shots are satisfying and the 24 target was a head of it's time. Must be a genetic design predisposition....

The Cons:
Will I ever be able to really session one out? The transition from DMD to lcd was necessary.

The Takeaway:
I FINALLY GOT TO PLAY KINGPIN! I had a great time doing it.
3.397/10
5 years ago
Olympic games shows what can happen with Centaur as inspiration.

The Good:
It's based on the brilliant Jim Patla design, Centaur.

The Bad:
It doesn't play like centaur. Looks and sounds are not great. Good luck finding parts or getting it to run.

The Takeaway:
Play it and then set a world record running away from it.
3.785/10
5 years ago
Thunderbirds is a new game from Australia/China.

The Pros:
Someone with passion for pinball made it happen. The t2 Ramp and lock is interesting and multiball start with the ball rising up from under the pf is neat.

The Cons:
This game does not play well. The ramp in the middle to spell "international rescue" with one shot for each letter does not add to the challenge of the game. It adds to the monotony of the game. While the standups drop the ramp to load the t2 lock. that's the height of excitement with this table. two ball multiball. yay. There are a few more things to do on this game, but why bother...

The Takeaway:
New pinball companies are a good thing. New pinball games are a good thing. But if the product is not up to snuff, the company is not going to survive.
8.913/10
5 years ago
Deadpool is the first game from George Gomez that we have seen since Avengers.

The Pros:
The FanMan has learned from his Avengers lesson and has put together an interesting Fan/NotFan layout that has lots to do and some simple ideas that are very well implemented. This design is different for him in 2 very important ways. The 270 degree loop shot to the upwards facing super jackpot shot is way sweet! The rules as they stand seem to be stable and well balanced. The multiple skill shots are appreciated. The animations, quotes and playfield artwork is in line with the rude and intelligently obnoxious character that Deadpool is. You get to battle a super-shark and a dinosaur in this game. The videogame is another way to break the 4th wall and have fun. The drop targets on the sides of the skin make a huge difference. The standups are good, but 11 drop targets are much better than three. Also, the inverted ramp that takes the shot all the way around the playfield and then feed it back to the right in line is very well done. There aren't too many ramps that I know of that work from the top of the game down, this one does. Well played George. George The katana ramp harkens back to the Master Zale designs of the late 60's and early 70's. Rather brilliant actually...

1) It is not a straight fan like most of his designs
2) It does not feel clunky like Avengers.
3) Deadpool preem/LE has a spinning disco ball.
4) Standups are nice, but I like drops better (esp on the lower pf)

The Cons:
You'd better like the color red.

The Takeaway:
A great layout with fantastic character theme and lots to do. I know the rules will be refined with time, but Stern is doing a great job with releasing games that have solid code from day 1. Well played Stern!

Update:
Even with the few changes made to the software, this game's rules are showing more balance and polish. Hitting the 4 hero shots to add to the features during the villain battles are a great way to get the players to keep shooting the entire table. This kind of building of resources is a great way to balance a game and it will be interesting to see how this can be adjusted (esp. for tourneys). The katana ramp REALLY needs to be tuned to flow, but when it is... it is a very satisfying shot. While this can be frustrating on location, it should be a non-issue for the home owner who has the time to really get this shot adjusted. The villain challenges are varied and require some dangerous shots to complete the different characters. Shot variety is good as is the Deadpool bobblehead drop target trap. I have actually had the center drop up only and a missed ball will enter on one side of it, bounce off the geometry of the rubbers in the chamber in front of the standup and come screaming down the pf towards the flippers. Game times tend to be long. This game may benefit from a tight tilt, open outlanes and lightning flippers. While the rules are not "deep" they are entertaining and should offer a great deal of fun once you get to Mr. Sinister. Beating up on dinosaurs and sharks is always a hoot. And for those who don't "get" the humor of this game, please consider reading the comic book. The movie does a good job of staying true to the character as well. I understand that not everybody has this kind of a sense of humor. And I believe there is a "family mode" for the easily offended. Lighten up people, it's just a pinball game!

Update v.2:
After playing this game a bit more, the around the world Theatre or Magic loop is powerful enough to be tourney-exploitable. Future S/W updates may deal with this (as they shoud). But for now, the pro is the superior game. The power of limitations... Got a copy at home and played the heck out of it. I will give this game two big things that pinball should aspire to. Sounds and music. This game sounds fantastic. The heckling quotes and the number of songs that this game has inside of it are incredibly well done and FUN! The rules are solid and the use of the playfield is thoroughly covered within the rules of the game. The triple-stack wizard mode with Mr. Sinister is well thought out and the theatre of the "end of the game" is very well implemented. Irreverence and humor is constant throughout this game and while I love it all, the layout is still the thing that holds this game back from being top tier. And you know what... that's just fine. Not every game needs to be the cream of the crop or the everything to everyone. I like playing this game a lot. And while it isn't my favorite, it is for many others. There is so much to enjoy with this game that the detractions are minor. And most won't notice it, because they are having too much FUN playing this game.
8.913/10
5 years ago
Deadpool is the first game from George Gomez that we have seen since Avengers.

The Pros:
The FanMan has learned from his Avengers lesson and has put together an interesting Fan/NotFan layout that has lots to do and some simple ideas that are very well implemented. This design is different for him in 2 very important ways. The 270 degree loop shot to the upwards facing super jackpot shot is way sweet! The rules as they stand seem to be stable and well balanced. The multiple skill shots are appreciated. The animations, quotes and playfield artwork is in line with the rude and intelligently obnoxious character that Deadpool is. You get to battle a super-shark and a dinosaur in this game. The videogame is another way to break the 4th wall and have fun. The drop targets on the sides of the skin make a huge difference. The standups are good, but 11 drop targets are much better than three. Also, the inverted ramp that takes the shot all the way around the playfield and then feed it back to the right in line is very well done. There aren't too many ramps that I know of that work from the top of the game down, this one does. Well played George. George The katana ramp harkens back to the Master Zale designs of the late 60's and early 70's. Rather brilliant actually...

1) It is not a straight fan like most of his designs
2) It does not feel clunky like Avengers.
3) Deadpool preem/LE has a spinning disco ball.
4) More drop targets are more betta. Especially on the lower PF.

The Cons:
You'd better like the color red.

The Takeaway:
A great layout with fantastic character theme and lots to do. I know the rules will be refined with time, but Stern is doing a great job with releasing games that have solid code from day 1. Well played Stern!

Update:
Even with the few changes made to the software, this game's rules are showing more balance and polish. Hitting the 4 hero shots to add to the features during the villain battles are a great way to get the players to keep shooting the entire table. This kind of building of resources is a great way to balance a game and it will be interesting to see how this can be adjusted (esp. for tourneys). The katana ramp REALLY needs to be tuned to flow, but when it is... it is a very satisfying shot. While this can be frustrating on location, it should be a non-issue for the home owner who has the time to really get this shot adjusted. The villain challenges are varied and require some dangerous shots to complete the different characters. Shot variety is good as is the Deadpool bobblehead drop target trap. I have actually had the center drop up only and a missed ball will enter on one side of it, bounce off the geometry of the rubbers in the chamber in front of the standup and come screaming down the pf towards the flippers. Game times tend to be long. This game may benefit from a tight tilt, open outlanes and lightning flippers. While the rules are not "deep" they are entertaining and should offer a great deal of fun once you get to Mr. Sinister. Beating up on dinosaurs and sharks is always a hoot. And for those who don't "get" the humor of this game, please consider reading the comic book. The movie does a good job of staying true to the character as well. I understand that not everybody has this kind of a sense of humor. And I believe there is a "family mode" for the easily offended. Lighten up people, it's just a pinball game!

Update v.2:
Got a copy at home and played the heck out of it. I will give this game two big things that pinball should aspire to. Sounds and music. This game sounds fantastic. The heckling quotes and the number of songs that this game has inside of it are incredibly well done and FUN! The rules are solid and the use of the playfield is thoroughly covered within the rules of the game. The triple-stack wizard mode with Mr. Sinister is well thought out and the theatre of the "end of the game" is very well implemented. Irreverence and humor is constant throughout this game and while I love it all, the layout is still the thing that holds this game back from being top tier. And you know what... that's just fine. Not every game needs to be the cream of the crop or the everything to everyone. I like playing this game a lot. And while it isn't my favorite, it is for many others. There is so much to enjoy with this game that the detractions are minor. And most won't notice it, because they are having too much FUN playing this game.
8.458/10
5 years ago
This game is a game that many would pass up. And I can understand why, but if you set up, maintain and PLAY this game as it should be, you will find a hidden gem in the rough.

The Pros:
When this game is set up properly and skillful play is activated, this game is one of those titles that makes you fight for every single ball that you manually lift onto the playfield. You can have the ball pass the flipper on the left and nudge your way all across (and back if needed) to a flipper to be sent back up the pf. Skillful plunging and nudging can score 1-2 lanes from the top of the game. Getting all 5 cards in 5 balls is harder than it sounds, but if you do, every card lane is a replay. YAS!!!

If you really want to work on your finesse nudging, this is the game to own.

The Cons:
If this game is not tuned, (And by tuned I mean:
1) Fresh bouncy white rubbers
2) A liberal tilt
3) Waxed and buffed
4) Mechs in good working order
5) The PF angle needs to be shallow enough to allow for more lateral travel) it will play poorly. You have been warned.


The Takeaway:
When properly cared for and played, this game is a nudging bonanza. Your nudging skills WILL improve on this table. But it must be set up and card for as it needs to be. Love your pinball and your pinball will love you right back!
8.913/10
5 years ago
Deadpool is the first game from George Gomez that we have seen since Avengers.

The Pros:
The FanMan has learned from his Avengers lesson and has put together an interesting Fan/NotFan layout that has lots to do and some simple ideas that are very well implemented. This design is different for him in 2 very important ways. The 270 degree loop shot to the upwards facing super jackpot shot is way sweet! The rules as they stand seem to be stable and well balanced. The multiple skill shots are appreciated. The animations, quotes and playfield artwork is in line with the rude and intelligently obnoxious character that Deadpool is. You get to battle a super-shark and a dinosaur in this game. The videogame is another way to break the 4th wall and have fun. The katana ramp harkens back to the Master Zale designs of the late 60's and early 70's. Rather brilliant actually...

1) It is not a straight fan like most of his designs
2) It does not feel clunky like Avengers.

The Cons:
You'd better like the color red.

The Takeaway:
A great layout with fantastic character theme and lots to do. I know the rules will be refined with time, but Stern is doing a great job with releasing games that have solid code from day 1. Well played Stern!

Update:
Even with the few changes made to the software, this game's rules are showing more balance and polish. Hitting the 4 hero shots to add to the features during the villain battles are a great way to get the players to keep shooting the entire table. This kind of building of resources is a great way to balance a game and it will be interesting to see how this can be adjusted (esp. for tourneys). The katana ramp REALLY needs to be tuned to flow, but when it is... it is a very satisfying shot. While this can be frustrating on location, it should be a non-issue for the home owner who has the time to really get this shot adjusted. The villain challenges are varied and require some dangerous shots to complete the different characters. Shot variety is good as is the Deadpool bobblehead drop target trap. I have actually had the center drop up only and a missed ball will enter on one side of it, bounce off the geometry of the rubbers in the chamber in front of the standup and come screaming down the pf towards the flippers. Game times tend to be long. This game may benefit from a tight tilt, open outlanes and lightning flippers. While the rules are not "deep" they are entertaining and should offer a great deal of fun once you get to Mr. Sinister. Beating up on dinosaurs and sharks is always a hoot. And for those who don't "get" the humor of this game, please consider reading the comic book. The movie does a good job of staying true to the character as well. I understand that not everybody has this kind of a sense of humor. And I believe there is a "family mode" for the easily offended. Lighten up people, it's just a pinball game!

Update v.2:
Got a copy at home and played the heck out of it. I will give this game two big things that pinball should aspire to. Sounds and music. This game sounds fantastic. The heckling quotes and the number of songs that this game has inside of it are incredibly well done and FUN! The rules are solid and the use of the playfield is thoroughly covered within the rules of the game. The triple-stack wizard mode with Mr. Sinister is well thought out and the theatre of the "end of the game" is very well implemented. Irreverence and humor is constant throughout this game and while I love it all, the layout is still the thing that holds this game back from being top tier. And you know what... that's just fine. Not every game needs to be the cream of the crop or the everything to everyone. I like playing this game a lot. And while it isn't my favorite, it is for many others. There is so much to enjoy with this game that the detractions are minor. And most won't notice it, because they are having too much FUN playing this game.
6.981/10
5 years ago
Sunset is a short playing pinball game.

The Pros:
The artwork on the PF and the BG is way sweet. Cycling skillshot from the top two lanes are not easy to score. A soft touch and good nudging skills are mandatory. The secret to this game is hitting the super dangerous targets on the side to activate the game features. Do this and this game sings. Try and fail... well, that's pinball. There are no gobble holes.

The Cons:
Cabiniet is boring. Good thing I don't play the cabinet... This deck can be brutal. Anything out to the sides is no bueno. all 4 lanes are to the outhole.

The Takeaway:
This game is all about risk/reward. Keeping the ball in the upper pf is safe, but the game has to be lit from the targets over the outlanes to give up serious points. If this game is tuned well, it is a player. If not... well. Not so much fun. Take care of your pinball games already...
8.165/10
5 years ago
Star Pool is one of those games that people don't always get. And I get that.

The Pros:
A wonderfully DANGEROUS layout that features solid geometry and some of the hungriest outlanes you ever did meet. Barry Oursler must have gotten his outlane philosophy from this deck. The open/tightness of the tilt on this game can make a huge difference in the risk/reward playability factor. The Christian Marche pointy people let you know that you are playing pinball just by looking at this lovely art package. I am also in love with the turtle shell pop bumper caps that you can't replace. It's a wonderful art-deco touch to an already great looking game. Score the A-B-C-D targets to light double bonus and then hit the left orbit or chance the horizontal spinner in the center of the game. The choice is yours!

The Cons:
The table can fall flat with gameplay if not maintaned properly. There are a few games that show such a wide variety between playability and being dead boring. This table is one of them. So be nice to your Star Pool and keep it freshly waxed, clothed within bouncy rubbers around the PF and most importantly, played often. The cabinet is horrible. Carve your high scores into the side already.

The Takeaway:
Since no once gives 70's williams games much love, find one cheap, give it the care it needs and unearth a true player that will challenge even the most skilled pinheads when set up as it should be. Will go great next to your other PAPA discoveries like Frontier, World Cup Soccer '94, Corvette and TX-Sector.
9.400/10
5 years ago
Iron Maiden is what Keith Elwin's Archer project turned into. Watching him run away from Eddie in the forest cracks me up!

The Pros:
A great layout with insane shots. This game feels like there are two playfields on it with the flipper layout with the upper two flippers leading to looped and diverted shots. The rules are well hashed out for a new stern release and the game definitely awards skillful play with big scores. Shooting for the orange "x" multiplier shots means that everything that can be scored, can be boosted. I have only been able to complete one of the 4 Eddie's so far. 4 mini-wiz's to get to the big show...So meeting the beast is out of the question for now. This ruleset seems to be a great balance between accesibility, great shots and some things hidden deeper into the game than one might originally be aware of. The skill shot is tough. I have yet to hit the super skill-shot. It's a tough one. Loopin' the upper flipper with the upper left flipper up is easier, but with it down, it scores 2x loop combos. this can be hyooj! The ramp to the target reminds me of the Addams Family ramp that feeds Thing. The post divider at the top of the arch makes all the shots even more interesting and the riser ramp from the plunge is one of the simplest and most effective gameplay dividers that I have seen in a long time. The rules are not that complex. There aren't too many modes. It is almost a throwback to older pinball games that were simpler, but were never easy. To get big scores you have to play this game with great skill. And the bottom line is... this game plays GREAT!

The Cons:
Some people will not like the heavy metal theme. Who knows, they may give this table the "Shrek" treatment as they did with FGuy and give this layout another themed treatment. Playing Aerosmith means I'm playing with headphones. Iron Maiden made great music that isn't grandpa-rock, even their new release felt envigorating and honest. Some people just don't get the metal... Other than musical tastes, this game only has one thing that I don't care for. I got a few stucky balls at the top of the upper orbit arch. Other than that, this game feels super tight. I don't know what stern is doing with their cabinets, but this game felt "light". How does a game with 4 flipper and metal ramps feel light? Is this cabinet made out of carboard? Some new material that is hopefully strong enough to withstand a street environment I hope...

The Takeaway:
For a first game design from a "new" designer, this game is a player and a winner. A strange thing happened when I first played this game. It was setup right next to a Twilight Zone. Looking at the two of them next to each other the similarities became apparent. The flipper layout. The shot between the pops and the orbit over the upper right hand flipper. This game is a narrow-body twilight zone (my favorite game ever...) with a more competitive and skillful-play as compared to a mode based ruleset. I wonder who programmed this game? Could it be... THE REAPER?!? The preem/pro comparison is an interesting one. There are 3 differences. The lower left target, the movable skip ramp and the ball lock mech. There are also some changes to the code which make the player shoot for different shots to collect awards. I'm ambivalent about this game right now and feel that playing either type of this game is a win.

Getting the best pinball player ever to design a damn fine playing pinball game... what a concept!
8.873/10
5 years ago
Guardians of the Galaxy continues the Stern marketing plan of Marvel Superhero pinball themed games.

The Pros:
A good layout that feels like Metallica/Trannyformers. This game is definitely a Borg design. Well placed shots (17 total, what is this... Laser Cue?) that hit the flipper sweet spots. This may seem like a crowded pf, but the aiming was spot on. A deceptively solid fan design. The dmd is great. The extra ball sequence in particular is HILARIOUS! Even on the standard out of the box pro, this game sounds really good. The ramps are well placed and the guides bring the ball back to the inlanes without getting in the way of pf visibility. Multiball is fun and the under the PF magnets make sure that you aren't going to take your opportunity for big scores for granted.

The Cons:
The game I got my hands on was shipped directly to the location and set to play. There were some issues with switches and ball searches will kill your ball, sometimes this seems to happen randomly. Software needs work. Lots of work. The groot jaw interactive toy works well, but with the quality of engineering that Stern has been putting out.... let's see how long it lasts. I like the TNA captive ball lock, but the game lost the ball behind the drop target and ended up ending the ball instead of releasing the ball back into play. It could have been a bad switch on the standup that meant that the game didn't "realize" that the game was in the captive chamber, but then how did the next ball get put into play...? This thing has ghosts! Personally, I do not see enough of a difference between the pro and the preem/LE to make the jump to the higher priced model. But hey, it's your money and your pinball collection.

The Takeaway:
Stern QC out of the box is slack. Software isn't quite as bad as WWE out of the gate... but this is not competition, and hardly even street worthy at the moment. Seriously, wtf is it with Stern games and their software being very incomplete (other than ritchie games...). Don't make me ask where the code is... This game could be REALLY good, the pf is solid. Let's see how the S/W production cycle turns out. I will be updating this review in the future after more mileage and code updates are acquired.

Update V1:
The new update (already.... YAS!!) is much more solid. The rules feel like songs on Aerosmith, but tweaked a little better. Building the shots from the mode and victory lapping and THEN collecting at the scoop on the right... big points! We shall see how the bugs are squashed now... I like the super skill shot. Going for it is fun (semi-random from the 3 shots on the right hand side of the pf with an OG DMD score display on the screen...) and the multiballs from groot and the sphere are both solid. Groot seems to dole out more points, but the trap behind the standup is way sweet. I frikkin' love it. The songs on this table (and the movies...) blech... The quotes from the movie are fine. I actually caught myself WATCHING THE MOVIE between balls. Hilarious I tells ya! The rules are going to make or break this game. The layout is Metallica, the rules are Aerosmith. Not a bad combo. Let's see how this all comes along, so far, it is getting much better.

Update V2:
.90 is making this game worthy of playing. The new mini-wizard mode is well placed halfway between the 8 modes and the modes have been completely re-written. The difference is staggering. I look forward to playing this game now. Before it was heavy on the "meh" factor. No more. Kudos to the coders and their willngness to scrap what isn't working for something that is. It's like playing x-men on release code as compared to what it is today. The difference is that huge. If I could find one at a good price... I may have to get a copy of this game. You can easily put one right next to Metallica and enjoy both games on their own merits now. For real. Well played Stern. This game is playing as it should now!

Scores boosted accordingly!

Update V3:
Code keeps on getting better. The Orb multiball is now worth playing for and while it is interesting to see a nearly identical playfield to Metallica, the rules are what makes the difference here. Now that these rules are really being sussed out... this game is a player. Better than Metallica? we shall see.
7.397/10
5 years ago
If unkle Skeeter wanted to design a vertical pinball game for the fairway at the county fair, this would be it.

The Pros:
I got to play this game in the corner of the VFW collection in Ann Arbor, MI. The game was hidden away in a corner/hallway and I walked by it a few times before I realized what it was. This game is fun! Another attempt at trying to make pinball more accessible for players that would not normally play pin, and a smaller footprint for ops who are counting their square footage and their coins. Politically incorrect depictions of moonshiners always crack me up!

The Cons:
Finding one. This game is fun, but it really belongs in a Chuck E. Cheese. Frustration factor can be high until you get the timing of the game and then, you get bored with it quickly. Not long in the lastability department, but entertaining for a game or 7.

The Takeaway:
Banzai Run never had it this good. Between pacing and learning how to aim vertically, this game is a hoot, but that's about it. Find one if you can. Enjoy a beer or two with friends while taking turns at it and then you can say you played it.
8.765/10
5 years ago
Pirates of the Caribbean (JJP) is the 4th game from Jersey Jack and their most ambitious to date.

The Pros:
The layout, artwork and sounds are brilliant. A great design from a new pinball designer is something to be celebrated. The animations are the best I have ever seen in a pinball game. The characters are well balanced from the get go and I'm sure that this game will only get better as software is updated. For a widebody game, this game does not feel wide. It feels like it shoots very well. Some of the game's shots are incredibly well put together and the flow of this table is incredible. There is a lot to do in this game. You may need a vacation away from everything else to really get this game down.

The Cons:
The risks taken with this design will have to stand the test of time. The tri-spinner and the chest have already been "reduced" in their complexity (and rightfully so). The rules are so deep and complex, that the only way to really get to know this game is to own one. Most pinheads do not have tens of thousands of dollars sitting around. Dialed In got the gameplay balance right. Would someone please reel Keith Johnson in (I admit it, I'm STILL trying to figure out how to play WoZ)? Thank you.

The Takeaway:
I got the chance to play the proto and the chest and the tri-spinner are not working as they should. While some may complain, I believe the JJP team made the correct decision to go with reliability as compared to flash. Will this game get better, yep. My sincere hope is that the balance of the game's rules and the reliability of it's mechanisms will become refined as well.

Update:
After a bit more mileage on this design I have a few things that I have noticed about this game. First off is that the shots take a bit of getting used to. This is a widebody design and that means that even though it may not look like it (it really seems narrower to me), the shot selection is wider on this layout than on most. This is especially true for the left orbit\return lane and the shot through the pops. The second thing is that this game has a lot of stackability. A lot of stackability. Between modes, wizard modes, playfield multipliers and this can all be done in multiple ways. I have been able to get 4 out of 5 wizard modes going at once. Hooooooweeee! Gotta get all 5 now. With all this in mind this means that there is a lot to do to set up your big whammy scores. This takes time, effort, planning and solid play. Scores altered accordingly. Keith Johnson is the thinking man's pinball programmer par excellence!

Update v.2:
After all this time, no wizard mode. I understand that time moves on and there is no more money to be made with this game anymore for JJP. The owners are still going clamor for it (as they should, the job wasn't finished) anyways. Even with all the hard work, thought and code put into this game, the philosophy of do it all because you can is not all it is cracked up to be. There is power in limitations. Balanced limitations as compared to restricting and hard, unmoving limitations that define a single path of gameplay for the player to follow. All that work and effort, reduced to shoot the flashing lights...

So much awesomeness in this game and it comes down to a single statement upon the rules. Just because you can, doesn't mean that you should
8.765/10
5 years ago
Pirates of the Caribbean (JJP) is the 4th game from Jersey Jack and their most ambitious to date.

The Pros:
The layout, artwork and sounds are brilliant. A great design from a new pinball designer is something to be celebrated. The animations are the best I have ever seen in a pinball game. The characters are well balanced from the get go and I'm sure that this game will only get better as software is updated. For a widebody game, this game does not feel wide. It feels like it shoots very well. Some of the game's shots are incredibly well put together and the flow of this table is incredible. There is a lot to do in this game. You may need a vacation away from everything else to really get this game down.

The Cons:
The risks taken with this design will have to stand the test of time. The tri-spinner and the chest have already been "reduced" in their complexity (and rightfully so). The rules are so deep and complex, that the only way to really get to know this game is to own one. Most pinheads do not have tens of thousands of dollars sitting around. Dialed In got the gameplay balance right. Would someone please reel Keith Johnson in (I admit it, I'm STILL trying to figure out how to play WoZ)? Thank you.

The Takeaway:
I got the chance to play the proto and the chest and the tri-spinner are not working as they should. While some may complain, I believe the JJP team made the correct decision to go with reliability as compared to flash. Will this game get better, yep. My sincere hope is that the balance of the game's rules and the reliability of it's mechanisms will become refined as well.

Update:
After a bit more mileage on this design I have a few things that I have noticed about this game. First off is that the shots take a bit of getting used to. This is a widebody design and that means that even though it may not look like it (it really seems narrower to me), the shot selection is wider on this layout than on most. This is especially true for the left orbit\return lane and the shot through the pops. The second thing is that this game has a lot of stackability. A lot of stackability. Between modes, wizard modes, playfield multipliers and this can all be done in multiple ways. I have been able to get 4 out of 5 wizard modes going at once. Hooooooweeee! Gotta get all 5 now. With all this in mind this means that there is a lot to do to set up your big whammy scores. This takes time, effort, planning and solid play. Scores altered accordingly. Keith Johnson is the thinking man's pinball programmer par excellence!

Update v.2:
After all this time, no wizard mode. I understand that time moves on and there is no more money to be made with this game anymore for JJP. The owners are still going clamor for it (as they should, the job wasn't finished) anyways. Even with all the hard work, thought and code put into this game, the philosophy of do it all because you can is not all it is cracked up to be. There is power in limitations. Balanced limitations as compared to restricting and hard, unmoving limitations that define a single path of gameplay for the player to follow. All that work and effort, reduced to shoot the flashing lights...

So much awesomeness in this game and it comes down to a single statement upon the rules. Just because you can, doesn't mean that you should
9.300/10
6 years ago
Iron Maiden is what Keith Elwin's Archer project turned into. Watching him run away from Eddie in the forest cracks me up!

The Pros:
A great layout with insane shots. This game feels like there are two playfields on it with the flipper layout with the upper two flippers leading to looped and diverted shots. The rules are well hashed out for a new stern release and the game definitely awards skillful play with big scores. Shooting for the orange "x" multiplier shots means that everything that can be scored, can be boosted. I have only been able to complete one of the 4 Eddie's so far. 4 mini-wiz's to get to the big show...So meeting the beast is out of the question for now. This ruleset seems to be a great balance between accesibility, great shots and some things hidden deeper into the game than one might originally be aware of. The skill shot is tough. I have yet to hit the super skill-shot. It's a tough one. Loopin' the upper flipper with the upper left flipper up is easier, but with it down, it scores 2x loop combos. this can be hyooj! The ramp to the target reminds me of the Addams Family ramp that feeds Thing. The post divider at the top of the arch makes all the shots even more interesting and the riser ramp from the plunge is one of the simplest and most effective gameplay dividers that I have seen in a long time. The rules are not that complex. There aren't too many modes. It is almost a throwback to older pinball games that were simpler, but were never easy. To get big scores you have to play this game with great skill. And the bottom line is... this game plays GREAT!

The Cons:
Some people will not like the heavy metal theme. Who knows, they may give this table the "Shrek" treatment as they did with FGuy and give this layout another themed treatment. Playing Aerosmith means I'm playing with headphones. Iron Maiden made great music that isn't grandpa-rock, even their new release felt envigorating and honest. Some people just don't get the metal... Other than musical tastes, this game only has one thing that I don't care for. I got a few stucky balls at the top of the upper orbit arch. Other than that, this game feels super tight. I don't know what stern is doing with their cabinets, but this game felt "light". How does a game with 4 flipper and metal ramps feel light? Is this cabinet made out of carboard? Some new material that is hopefully strong enough to withstand a street environment I hope...

The Takeaway:
For a first game design from a "new" designer, this game is a player and a winner. A strange thing happened when I first played this game. It was setup right next to a Twilight Zone. Looking at the two of them next to each other the similarities became apparent. The flipper layout. The shot between the pops and the orbit over the upper right hand flipper. This game is a narrow-body twilight zone (my favorite game ever...) with a more competitive and skillful-play as compared to a mode based ruleset. I wonder who programmed this game? Could it be... THE REAPER?!? I can't wait to get my hands on a preem/LE and every indication points to this game being a big seller.

Getting the best pinball player ever to design a damn fine playing pinball game... what a concept!
8.430/10
6 years ago
Caribbean Crusie is a game that will not be denied for its qualities.

The Pros:
An incredible layout with 3 layouts within a single COCKTAIL PINBALL layout. Seriously. 4 flippers on a cocktail? People can talk shit about him for the rest of his life, but his single level pinball layouts are NOT TO BE DENIED! The shots are incredible. The lower left pinball makes shots on the left of the PF as well as across the PF to the S-K-E-E-T targets (yeah I said it. SKEET-SKEET-SKEET!) and the million point cycling shot after completing the bank means that the game has multiple strategies. The cruise "tooooooooooot" and other effects are cheesy and spot on.

Cons:
Multiball is the big scoring opportunity. I believe the multiball score is built until collected, but it is utterly unbalancing. The start multiball award is random from the saucer heading into the upper right flipper and is treated as a mystery award. A big whammy on the multiball makes the rest of the game a waste, a chore or at the best... an opportunity to chop a LOT of wood. System 80/ 80b makes you ask Is this game a "fixer"? Break out the multimeter, logic probe and the oscilliscope if you can... do it and make this game WORK!

The Takeaway:
A great game for the party! Find one if you can. System 80A means that it is not as difficult to deal with as sys 80b. The wood paneling is straight out of 1973 and this game was released in 1989. But DAMN!!!! This table has GAME in it. Not for the timid or the closed minded. Find one and play it if you can today. Because this is the best cocktail pinball I have ever played. For reals.
8.448/10
6 years ago
Night Moves is a relatively uncommon (ok, most cocktail games are) pinball game that is one of the best cocktails ever designed. John Trudeau knocked it out of the park with this layout.

Pros:
A great layout with incredibly well thought out rules for such a limited space. The "switch" feature alone is worth noting. Lock a ball and the other saucer on the PF will light for the "switch" feature. Hit the "switch" saucer and the ball in the other saucer kick onto the PF for some points and keeps you on your toes. Hitting the center shot and having the ball pass down through the right orbit when the "release" insert is lit makes sure that you keep your eyes on when you can actually start multiball as compared to just locking a ball and then hitting the center shot. The Miami Vice / Hollywood Heat grafx are spot on for this table. The muzak is a strange and the sci-fi sounds accompanying the gameplay make for an incredible mix. I have never heard a pinball game sound like this and it is damn cool.

Cons:
An interesting inlane/outlane configuration on this game is muted by the "foundation" of this game and its wood paneling cabinet. Finding system 80b boards that work as they should? Yeah... hope you are good with an oscilliscope.

The Takeaway:
A surprisingly fast and well laid out game with rules that were better than I expected. Fun and if in good working order a steal for the price. Put it in the corner of your joint and challenge the players to deal with what is under the glass.
6.695/10
6 years ago
This is the best Star Wars Pinball game ever made.

The Pros:
A solid ruleset from the get go. I like the 4 multiball miniwiz modes. A solid layout that reminds me of No Fear. The shots are slightly wider and more playable. Crazy Ritchie flow when you can find it. I am used to seeing a fan with a 3rd flipper or 3 banks with orbits and ramps between them from SR. This game, GoT and NF have made me re-think his designs and I have to give the designer the credit he is due. The art package and sounds are solid! The modes are easy to read from the screen and can be stacked in certain cases. Choosing the right hero from the movie makes a big difference in game strategy and play. The inner horseshoe loop shows that even the King can learn from new blood. This PF is very well laid out and the double skillshot makes any pinhead smile! Learning how to work the combos will make a hyooj difference in your score and while R2-D2 can help with that... there is lots to do in the modes as well. I also like the nice little nod to the original DE game with the trooper/tiefighter shootout that makes you play the bongos on the lockbar whammy button! Multiple modes and hurryups mean that you are shooting all over the PF and making strategic choices with every shot. I am VERY interested to see how the newer versions of the S/W compare to what we have right now. This is a great start and this game really gives an immersive Star Wars pinball experience while getting the balance right between playability, depth and FUN!

The Cons:
The rules, even in this state with a video screen are not that easy to "get". Even the color coding of the bonus x shots on the pf in coordination with the whammy button will confustipate most (and just about every one of the casual) players. Don't tilt, you will lose your bonus which can easily be half your score in a game. This will probably be addressed in the future with updates. Some of the hungriest outlanes I have ever encountered in a modern pinball game. Barry Oursler would be proud! While some people love the highspeed supercharger, I am not so sure that this thing has a place in the gameplay. Especially the ramp that leads up to the shot. It really needs to be tuned to meet the standards of Ritchie Flowball.

The Takeaway:
A much better game than I thought it would be stepping up to it. Stern has got a winner on it's hands and the Star Wars faithful finally have a pinball game worthy of the lore of the movies. I will update this review as the software is updated and balanced.

May the Pin-Force be with you!

Update:
This game requires deep pinball knowledge of the ruleset and is a bit of a chore to play. Playfield multipliers are king and the opportunities to score need to be carefully built up and executed. I am not a fan of the game auto kicking the ball into the outlanes after a short ball saver. I know, I know... play better and take control of the plunge when the ball exits the pf... Software updates are solid, but I just am not interested in playing this game any more than I have to. Not a good sign. We shall see what the future holds for this table and how much more code\excitement can be squeezed out of this game.

Update v2:
Star Wars really requires deeper table knowledge than ever for a Steve Ritchie game. Just like Game of Thrones, the first decision that you make before you even plunge your first ball will be a determining factor of how you approach your game strategy. Most players now seem to be choosing Han or R2D2. A huge factor in this decision is how close you are to a mini-wizard multiball mode from the start of the game. The light Saber mode is a lot of fun and the smaller adjustments to the gameplay really make the difference between what felt like a good game and what now feels like a more complete game. The red/blue light show is way sweet! I am still not sure how to really work the video mode for big points, but the Gyruss controls and the whammy button warping the the speed through the asteroid field are fun. I guess I need to set the multiplier to this lane when I start the mode as well. PF multis make a huge difference in this game and I have seen a few billion point shots made by people who know this code better than I do. If you like Steve Ritchie designs that will constantly keep you playing and thinking at all times. This game is for you.

Update v.3:
I have tried. I have really tried. Really, really, really tried to like this game. This game defines the word "flowball". Either your shots flow or you die. That's this game. How many times have I played this game and the ball autoplunges into the left outlane? This game has one of the most dangerous plunges I have ever experienced. Houseballs all around. This game is even more of a luckbox than WoF. While the modes are well diversified, the layout is one of Ritchie's worst. The rules, while deep, require specific knowledge of the table you are playing to the point of choosing Han or R2D2 can rule or kill your game outright. This is SR's worst design PF since BK2K. If you tune this game properly, there is a player in there. But this table is just not fun for me anymore and no amount of code is going to make this layout sing. Scores reduced accordingly.
5.757/10
6 years ago
Whenever a new pinball company comes out with their first design, I get VERY excited. I was there when they unboxed and set up the (proto) copy of Houdini at the 1up on Colfax in Denver. These are my first impressions.

The Pros:
There are many incredible things about this game. It looks and sounds fantastic. The rules are well thought out and the screen does a better job of telling you what you need to do with shots and modes. The combo shot sequence in particular is an excellent example of how well the communication and integration of technology communicates to the player. The Seance multiball mode is very well done and spelling out S-E-A-N-C-E in order during multiball is a challenging task for even the most skilled player to complete. The modes require the player to shoot all over the PF. The shot through the lane and pops to the standup at the top of the pop-garden.

This art package of this table is colorful, vibrant and holds to the early 1900's. The screen animations remind me of old colorized postcards. The entire package is unifying and really brings you into the "Theatre of magic" (yeah... I said it) that this game presents to the player.

The Cons:
The vidja mode needs to be rewritten, sped up, or taken out of the game. It is a chore to play and completely distracts from the pace of the rest of the game which is fast and dangerous. For some reason this game was not that loud. I don't know if the settings needed to be adjusted, but I could hardly hear the table in the room full of pinball games that this table was in. The catapults need to be more consistent. After about 100 plays, the catapult into the trunk (see another continuing theme here?) stopped working and putting the ball into the hole. I don't know of any table that has 2 catapults other than... Big Guns... maybe?

So here is the real problem with this game. The layout, specifically the shots. Almost all of them are approximately 1 1/2 inch wide. IF any of the blue seance standups get loose and lean to one side, many critical shots on this game (light lock and lock in particular) are not going to be able to accommodate a 1 1/8th pinball. The shots are so tight and angled in a way that backhand shots are nigh impossible. This means every shot is dangerous and every shot is so tight that only the sharpest of shooters can survive this PF. The lock shot reminds me of Stern 24. The only shot that is wider than 1/1/2 is the ramp Very frustrating to say the least. Most recreational players will become frustrated and walk away from this deck. NO amount of software will save a pinball game with a poor layout. This game has such a demanding shot selection that many people are going to become frustrated very quickly and walk away. And this is coming from people who play lots of pinball, not just casual players. This is not good. Unless Houdini is re-designed/engineered with better variance in the shots and having some tight shots and some less demanding ways to get the ball to travel around the game.

The Takeaway:
This is a great start that American Pinball has given us. Joe Balcer may be the dark horse that the industry of pinball that people may have to start to take notice of. Look at titles that he has worked on: The Simpsons Pinball Party, High Roller Casino, Starship Troopers, Godzilla and one of the best earning pinball games of all time (while not a fav) South Park (which led to TSPP). I understand that he is traditionally known as an engineer. Which is super old school. This is how designers of the past came to be. They learned how to build a pinball game AND THEN design pinball games. Congrats Joe. This game was originally laid out by John Popaduik. I would be interested in seeing the original layout for this design.

As this game stands right now. Playing Houdini is not fun. Pinball is supposed to be fun. If playing the game is not fun, people will not play it. You can have a weak theme/license, not so great art and a game that plays great (The Shadow, Tales from the Crypt, Laser Cue and for some players, the pointy people games of Marche and Kelley, intelligent) players can get past this and enjoy playing the game. But a game that does not play well is an unforgivable sin to go into production. I hope we have a better layout with Oktoberfest. I will be updating this review after more mileage. Best of luck to the entire team at American Pinball. This is a great start. I see them learning from their experiences and making better pinball in the future.

Update:
Every once in a while there is a game that challenges a player. Houdini makes it absolutely clear to me that the my weakness in gameplay is accurate aiming. This game is absolutely brutal with missed shots. So after giving this table some more miles I have come to the conclusion that I must refine my shooting and aiming. This is not always easy with tight shots and mushy flippers. But I also have to own the reason why this game is not "fun" for me. Houdini makes me look silly, it kicks my ass and I have to make myself play it to confront and overcome these weaknesses. Controlling this game is not an easy thing to do. Bigger points seem to come from the modes and if you can start the needles mode and then get into multiball with a ball in the pops and to the spinner on the right, this game sings. For a fan layout I am constantly surprised at how little flow this game has. Other than the ramp, orbits and the milk jug (the most incredible tough shot that flows, ever), this game is stop and go. Shooting from the lock lane into the open saucer to start a mode is very satisfying if you can nail the shot hard enough to get it to the saucer, but not so hard that it bumbles out. After getting the catapult adjusted bu the op, this mech works all the time now. But the timing on this table is stop and go as well. To lock a ball the ball has to be diverted into the vuk from the lock lane by a post, gets kicked into the first catapult and then is fired into the trunk. Seems a bit of overkill to lock a ball, but hey, it works and is great for the "theatre" of the game. Yes, I said it again. So snipers are going to love this game, mere mortals like myself are really going to have to work to "find" the shots and control the ball. Houdini is a really tough game. I have to respect that it makes me play better, but even some incredibly difficult tables like iron man, creech and Dracula have more variance in their shot selection. This game is a butt-kicker and I am not going to let it get the best of me. Bring it!

Update v2:
Like I said, no amount of incredible software will save a lackluster PF layout. This game has some INCREDIBLE things going on with it. the light lock lane that passes through the pops and criss-crosses the shot to the top of the pops is very well executed. But my shot selection stands. This game is SO tight with its shots that the fun factor sinks through the basement. Don't hate the reviewer... TALK TO THE OPS. This game is not making money on location and at a dollar a play... yeah. Guess who drives the industry.

THE PEOPLE WHO BUY THE GAME TO MAKE MONEY!!! Not the home-basement collectors. Not the tourney players. Certainly not pinside reviewers. The drivers of this industry are the people who make their money with pinball. Never forget that. Listen to the This old Podcast with Clay Harrell. Pat Lawlor lets you know what the deal is. And the deal with Houdini is this game is not a money maker on location. I would love to be wrong, and I'd love to hear from other ops who have this game and are banking hard. But I have not heard from them yet. If you want a challenge, play this game. If you want to get your ego driven into the dirt, play this game. If you want to have fun... do not play this game. Will somebody THINK OF THE CASUALS?!?!?!?

Who knows. This game could become a players-player in the future. See it in big tourneys and... it is still NO FUN to play. It is that beautiful woman who looks, sounds, smells great and says the best words in the right sequence. And then she hits the dance floor and moves like a drunken rhinoceros. Wearing a pink tutu after about 11 martinis. Give this one some space or get your moves handed to you on a silver plate of pin-pride.

But that is just how I feel about this game.

yay.
8.673/10
6 years ago
Guardians of the Galaxy continues the Stern marketing plan of Marvel Superhero pinball themed games.

The Pros:
A good layout that feels like Metallica/Trannyformers. This game is definitely a Borg design. Well placed shots (17 total, what is this... Laser Cue?) that hit the flipper sweet spots. This may seem like a crowded pf, but the aiming was spot on. A deceptively solid fan design. The dmd is great. The extra ball sequence in particular is HILARIOUS! Even on the standard out of the box pro, this game sounds really good. The ramps are well placed and the guides bring the ball back to the inlanes without getting in the way of pf visibility. Multiball is fun and the under the PF magnets make sure that you aren't going to take your opportunity for big scores for granted.

The Cons:
The game I got my hands on was shipped directly to the location and set to play. There were some issues with switches and ball searches will kill your ball, sometimes this seems to happen randomly. Software needs work. Lots of work. The groot jaw interactive toy works well, but with the quality of engineering that Stern has been putting out.... let's see how long it lasts. I like the TNA captive ball lock, but the game lost the ball behind the drop target and ended up ending the ball instead of releasing the ball back into play. It could have been a bad switch on the standup that meant that the game didn't "realize" that the game was in the captive chamber, but then how did the next ball get put into play...? This thing has ghosts!

The Takeaway:
Stern QC out of the box is slack. Software isn't quite as bad as WWE out of the gate... but this is not competition, and hardly even street worthy at the moment. Seriously, wtf is it with Stern games and their software being very incomplete (other than ritchie games...). Don't make me ask where the code is... This game could be REALLY good, the pf is solid. Let's see how the S/W production cycle turns out. I will be updating this review in the future after more mileage and code updates are acquired.

Update V1:
The new update (already.... YAS!!) is much more solid. The rules feel like songs on Aerosmith, but tweaked a little better. Building the shots from the mode and victory lapping and THEN collecting at the scoop on the right... big points! We shall see how the bugs are squashed now... I like the super skill shot. Going for it is fun (semi-random from the 3 shots on the right hand side of the pf with an OG DMD score display on the screen...) and the multiballs from groot and the sphere are both solid. Groot seems to dole out more points, but the trap behind the standup is way sweet. I frikkin' love it. The songs on this table (and the movies...) blech... The quotes from the movie are fine. I actually caught myself WATCHING THE MOVIE between balls. Hilarious I tells ya! The rules are going to make or break this game. The layout is Metallica, the rules are Aerosmith. Not a bad combo. Let's see how this all comes along, so far, it is getting much better.

Update V2:
.90 is making this game worthy of playing. The new mini-wizard mode is well placed halfway between the 8 modes and the modes have been completely re-written. The difference is staggering. I look forward to playing this game now. Before it was heavy on the "meh" factor. No more. Kudos to the coders and their willngness to scrap what isn't working for something that is. It's like playing x-men on release code as compared to what it is today. The difference is that huge. If I could find one at a good price... I may have to get a copy of this game. You can easily put one right next to Metallica and enjoy both games on their own merits now. For real. Well played Stern. This game is playing as it should now!

Scores boosted accordingly!

Update V3:
Code keeps on getting better. The Orb multiball is now worth playing for and while it is interesting to see a nearly identical playfield to Metallica, the rules are what makes the difference here. Now that these rules are really being sussed out... this game is a player. Better than Metallica? we shall see.
9.480/10
6 years ago
Total Nuclear Annihilation is a labor of love by a single man. Considering he does not work for a pinball production company (AND THIS GAME GOT MADE) this table gives me hope that maybe some day... I can dream, can't I?!? I have only played a single game on this table, so this review will be updated after further mileage has been accumulated.

The Pros:
This game sounds fantastic. The designer composed the music for this deck. He also laid out the design, programmed (not just wrote out on paper) the rules and convinced the crew at Spooky to make this happen. The artwork is appropriate and the whole package is a singular vision of pinball ABSOLUTELY BRILLIANT! The game is fast, lots of dangerous side to side action on the lower PF means that you'd better make your shots and make them count.

The Cons:
The inner PF dominates this game to the point of limiting what else can be done with this table. Playability on the upper pf hasn't grabbed me yet. You really only have 3 shots on the lower pf of this table. Spooky still seems to have issues with their production QC. I hope this game holds up better than RZ.

The Takeaway: A singular vision of pinball come to life. What do you know... dreams can become real! I can't wait to play this game again and really find out what it is all about.

Update:
I found a really sweet copy in a home collection and got to know it a little better. This game is FAST and DEADLY. The rules are very straightforward and well balanced. The ball saver countdown is placed perfectly. The 2x/3x multiplier with the balls on the PF duing multiball is way sweet (did I miss the PF multiplier notification on this table somewhere?) and destroying a reactor is incredibly satisfying. The ar tpackage is vibrant. Combined with the music, the sounds, the coordinated lights, the theatre on this game is top notch! Since the P/F is sliced in half all shots are very fast and very dangerous if missed. The only time to safely shoot for the cosmic gunfighter standups is in multiball. The spinner building the JP value is a great addition to the ruleset. So far, it is a matter of setting up the reactor to about to be destroyed before heading into multiball for the 3x scoring. Rinse and repeat. Is there more to this game? Probably. I have to destroy 9 reactors in a single game to find out. But for now this deck satisfies in a way that I remember Steve Ritchie's firepower. This is not a complex game to learn. It is a frikkin BEAST to conquer. The other big question... is it worth paying $6250.- for a game that plays like something out of 1980? That is up to the buyer. But for what this game is supposed to do, it does it very, very, very well. Fast and furious, I tip my hat to you Mr. Danesi and am grateful for the team at Spooky for helping in making Scott's dream a reality!

Update V.2:
The sounds are great. Especially with an upgraded sound system. This is the only thing that separates this game from a great game from the 80's. Other than that... I'm as happy to play a sweet copy of Barracora, Warlok, Nine Ball, Paragon, Fathom, Skateball, Joker Poker, Frontier, Taxi 8 Ball Deluxe, Black Hole... and a slew of other games from that vintage. Not to take anything away from TNA. But I'm not taking anything away from any great games from the past either. The balance between challenge, simplicity and that essential "gotta play one more game..." is there. Play on playas!

Update v.3:
This game is stressful to play. By design. The simplicity of the ruleset means that working for reactor 9 is a true challenge. Onve you get past reactor 4, the game's rules start to get incrementally more difficult and more challenging. But the thing to remember about this game is that unless the ball saver is counting down or you are in multiball, you are always in mortal danger of the ball leaving the pf. This game is all about risk/reward and making sure that you set up your multiball BEFORE you kill the reactor. This game is also good reason to make sure that your speakers can handle volume and BASS! Scott Danesi is a new talent in a throwback of pinball design theory (and music, and much more). Congrats to Scott and Team Spooky for creating this great title and making pinball happen!

Update v.4:
Sometimes you have to appreciate something for what it is. This game is a throwback to the challenging quarter eaters of the late 1970's to the mid 1980's. Updated rules, sounds and technology. This game achieves that design strategy incredibly well. The split of the playfield in the upper and lower (on the same piece of wood) hasn't been done this well since Grand Lizard. And GL had RAMPS! If you know what you want and this is it. Get it. There are few examples of pinball games that are this simple, balanced, challenging and in many ways... refined. I have gotten to know this game a bit more and am suitably impressed. That doesn't happen often. But this game does that and is on my want list.
7.620/10
6 years ago
Chicago Coin is not known for making exciting pinball games. This table was a very nice surprise.

The Pros:
This game plays much better than expected. The rules are very simple and pretty well balanced. The advancement of the center lanes and the standups that open the outlane save gates are very well implemented. We don't see anything like this for at least a decade, and it was probably on a Zaccaria deck. Christian Marche does the pointy people in outer space very well.

The Cons:
Finding one isn't easy. Neither is finding parts for old CC games.

The Takeaway:
You can probably find one for cheap, or free. Most people would not want to bring back a CC EM table, this one and Pirate Gold are two that I would love to put in the stable.
8.096/10
6 years ago
Lazy-Q is a great playing game that looks absolutely spectacular!

The Pros:
George Molentin frikkin' KILLS IT with this art pax. The BG, PF and cab are SPOT ON with the theme and the amount of attention to detail you can expect from a game made in the early 1960's in America. Not too many people gush about Williams woodrails, but this game may be the most nudge-tac-u-lar design ever put onto the street! Getting the ball back to the upper portion of the PF through the gates is incredibly satisfying.

The Cons:
You will use your slings more than you will use your flippers to get the ball to the top of the PF. Takes a bit of getting used to... I also thought the plastics above the slings were repos because they looked different than the rest of the plastics on the PF. They are very bright and vibrant. This is how they are supposed to look.

The Takeaway:
Eeeeety Beeety fleeepers don't do much on this table, but it is lots of fun to look at and when you get used to the nudging required to play this deck, a lot of fun to play as well. Find a copy with the golden caps on the 2 and 6 dead bumpers and the golden flippers if you can! A really FUN design by Harry Williams.
9.920/10
6 years ago
Attack From Mars is one of those games I could play forever and always be happy to do so. It's one of the best examples of what a really great team can do with a relatively simple layout.

The Pros: A great game that focuses on skills and your ability to control the ball. making your shots is imperative as missed opportunities turn quickly into dangerous situations. Rules are set so that you can really make the most of opportunities that the table presents to you, if you can execute the shots. The theme is incredibly well executed and the whole package comes together like few others. The extra ball award is my favorite pinball animation, ever. Doug Watson did a great job with the art package as well as voicing the martians. "C'mere, tasty human!"

The Cons: Expensive! Limited production means that operators are still looking for this game. Fortunately parts are readily available... making your purchase even more expensive. Strobe Multiball may cause epileptic fits.

The Takeaway: If I was stuck on a remote desert island, this very may be the one game I'd choose to be stuck with. It's challenging, it's fun and it never gets old. Brian Eddy was only credited 3 times as a designer, but what a threesome it is! The Shadow, AFM and MM! All in all, a dmn fine game.

Update:
The more I play this game, the more I love playing it. It is not the deepest game, but the way it is set up, it gives as much as you put into it. If you play the game well, your score will reflect it. If you do not play the game well... PLAY BETTER! And while the wizard mode is not always the best way to get monster scores, it is very worthwhile and gratifying to play and Rule the Universe! When I can, I always try to stack Martian Multiball with either the Saucer or Total Annihilation. A true player in every way. Find one and play it whenever you can!

Pinball Satisfaction Personified!

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
8.063/10
6 years ago
Spot Pool is the Italian version of Bank Shot. Bank Shot was the game that Roger Sharpe used to demonstrate the "skill" involved in playing pinball that got the game back into NYC.

The Pros:
Lots to shoot for. Some shots are gimmes. the lane shots at the top of the PF can be shot from below (so tough) as well as dropped in from above with a bit of nudging and luck. Complete all 15 ball targets ASAP and hit the alternating lit "WOW" at the saucers and the center "1" upper lane. The 1 lane from the top is the "skill" shot Roger hit to prove his point to the NYC legislators and is an absolute priority from the plunger. Lighting 1-5 also lights up the pops which can offer big points! The hundred thousand score is tracked by lights (not a reel. vintage 50's!). This can be a bit of a surprise when you thought you rolled it into 200 k and the light just comes on instead. 300k, 400k, 500k and so on...

The Cons:
Finding a copy with a nice PF and BG is a tough call.

The Takeaway:
A very simple, but never easy game from Master K and the king of pinball in the early 70's, Gottlieb. This game is a true player that keeps on giving.
6.440/10
6 years ago
Sharpshooter is the first game by GamePlan. It's a good start and with few exceptions (andromeda, pinball lizard and if you can find them... cyclopes or loch ness monster!), is their best game as well.

The Pros:
This game lives up to it's name and offers the player many tempting targets. Some are close to the flippers and others are full PF shots. Sounds are well done. Double pops by the flippers have not been seen since Pat Hand. The horseshoe and the saucer shots as well as the orbit are tight and skillful. There are some slight adjustments to the layout that really "refine" the game, notably around the saucer and the spinner.

The Cons: Parts?
The Artwork is not the best, with a different artist, again.

The Takeaway:
A solid game for 1979. Not enough to keep up with the pace of 1983 games. It's too bad that they did not keep up with the rest of the industry... Game Plan made some great machines and this is one of them.
5.939/10
6 years ago
This is a great example of what people refer to when a 70's williams game is "ok".

The Pros:
Fast shots and wide open PF.

The Cons:
uninspired artwork and a layout that is SCREAMING for action (specifically a spinner on the left lane to the top). This deck REALLY needs to be maintained well to be of real interest. The play can get flat fast.

The Takeaway:
If you can find a sweet well maintained copy, great! If not, walk on by...
7.835/10
6 years ago
Special Force was a game that I had looked for, for a long time. Thanks to Mr. Ron Schuster in PA, I finally got my hands on a copy.

The Pros:
A great layout with lots to shoot for. The classic Bally build/collect bonus scoring scheme is well implemented here and is part of the multiball qualification process. Multiball rerquires shots to be made all over the PF and when collected builds the "escape" bonus during multiball. Using the rockets to drop the drop targets on the respective sides of the PF adds to the strategy of the game. Do you want to use the rockets? Do you want to save the rockets? Decisions, decisions... The helicopter ramp is a great idea that uses the saucer as a randomizer for the ball's path as it drops back onto the PF. It's a really cool idea that I don't recall ever seeing in any other game. The layered plastics of the jungle make for an amazing effect and the vacuum formed ramps give us an idea of things to come with Blackwater 100. The Centaur outlane gates mean that nudging is still in fashion in late 1986. I heartily approve! The rules on this game are what will keep you coming back. Considering this is Nordman's first design, I am thoroughly impressed with it.

The Cons:
The cheapo black bally cabinet blows. I'm not a big fan of the theme and while I like the effect of dropping bombs on the thatch roofed huts... it bums me out. What can I say, I don't like the smell of napalm in the morning. Other than the helicopter blades, the sounds on this game are super cheesy. The BG is not my favorite. Oh well.

The Takeaway:
A much better game than most would give it credit for. Not the best looking or sounding table, but this game has it where it counts: IN THE GAME! They can still be found for cheap and when set up properly, offers challenging and strategic play. I may have to put this one on the want list!

Update:
This game has flashbacks. It's been into the heart of darkness and seen some up to your eyeballs deep-ass shit. The rules on this game are better than most will ever find out and despite what many will say for it's vintage, is quite the player. I like how the helicopter ramp drops the ball randomly at the entrance of the ramp. in fact, this may be one the the best randomizers from a successful shot, ever. Using the rockets to drop the controllable targets is a great way to add strategy to gameplay. Multiball is awesome (and short) and when you give this game some time, it will show it's gameplay quality to you. I still gotta find one of these things for the collection.

Update v.2:
Learning how to use the bombs makes progress in this game safer and more strategically minded. This game is better than most will take it for. My patience for politically correct nonsense has left the building. Scores updated with the MAXIMUM value for the translite. If I'm gonna get done in by Special Forces... I'm going to enjoy the ride!
3.787/10
6 years ago
The ball arch u-turn. It begins.

The Pros:
Ummm... the cabiniet looks good. BG is ok.

The Cons:
Gameplay is lackluster to say the least.

The Takeaway:
Take it away from my sight.
7.426/10
6 years ago
This is one of those woodrails that makes you play in a very specific way.

The Pros:
The concept and play of the game means that every shot, every plunge you make, counts towards your game strategy.

The Cons:
Spelling A-P-T can get old

The Takeaway:
An interesting game that takes some skill and a whole lot of luck!
8.065/10
6 years ago
A relatively rare game from Stern v.1

The Pros:
One of the fastest single level PF games I have ever experienced. The drop target placement means that you will be clipping targets as you run the ball through the lanes. A well placed shot will sweep all 3 targets down at once. The spinner shot is way sweet!

The Cons:
I have only played one copy and have to say that the jury is still out with this table. I just don't "get it" yet. Could really use another spinner on the left lane.

The Takeaway:
Find one if you can and play it. Your mileage may vary. I believe there is solid gameplay in this design, I just have yet to really find it.

Update:
Finally found a sweet copy and this game is FAST! The orbit guides are designed to drop down the targets on the side one at a time, however a slight adjustment to aim and... it is pretty sweet! Getting the dangerous center drops to boost your bonus to 7x takes precise aim at the EDGES of the drop targets. Shots up the center, go down the center. You have been warned. Lighting the spinner and ripping it up for big points is incredibly satisfying. Find one if you can, there aren't many of them out there.
6.502/10
6 years ago
Happy Tour is the AAB version of Grand Tour.

The Pros:
Nine shots all over the PF mean that you have to work those Eeeeety Beeety Fleeepers for all they are worth! A great BG with lots of detail and a solid PF wth Can-can girls is always a bonus. The carryover feature makes you keep your eyes on the places travelled across the globe. Opening the gate and getting that ball all the way up the right side of the PF is VERY satisfying. A real skill shot with real consequences to your game, love it!

The Cons:
Even with all of the shots to make, this PF comes up as, well... boring. Maybe I need to find another copy that plays with a bit more zip?

The Takeaway:
Maybe I need to spend more time on this deck to really let it shine, but so far... I'm not feelin' it.

Me: Thank you Tim Arnold and Shaggy at Vfwpinball.com

Tim Arnold: Bah...

Much pin-love to Tim, his wife and all the PHOF volunteers! Thank you to Clay Harrell and his band of merry pin-peoples!
3.925/10
6 years ago
Hi Dolly, as compared to Hello Dolly.

The Pros:
The BG is great. But Barbara got a nosejob.

The Cons:
Gameaplay and cuck-tac-u-lar themes are lame. One of the lesser games from Neyens/Parker from this vintage.

The Takeaway:
Bye Felicia.
5.372/10
6 years ago
After Baby-Pacman... came Granny and the Gators.

The Pros:
The pinball game is really quite good. Interesting shots and fun to be had.

The Cons:
The videogame is HORRIBLE. As in it is infuriating to play. The opposite of fun.

The Takeaway:
Would someone kindly remove or re-write the video game portion of this table? I know it is asking a lot, but the vidja on this deck is not helping out the team.
4.645/10
6 years ago
Coulda-shoulda-woulda...

The Pros:
Great BG art. Good action in the pops.

The Cons:
The gameplay is boring. You are more likely to lose the ball from the gobble holes than from between the flippers. Some will say there are more intricate strategies to this game. Great. I'm just not interested in even finding out what they are.

The Takeaway:
I'm just not into games with gobbleholes. Granted the balance is there with no outlanes and relatively tight flipper spacing for it's vintage... but this game is one of the lesser wedgeheads of it's time.
5.274/10
6 years ago
The Add-a-ball version of Egg Head:

The Pros:
Great BG art. Good action in the pops.

The Cons:
The gameplay is boring. You are more likely to lose the ball from the gobble holes than from between the flippers. Some will say there are more intricate strategies to this game. Great. I'm just not interested in even finding out what they are.

The Takeaway:
I'm just not into games with gobbleholes. Granted the balance is there with no outlanes and relatively tight flipper spacing for it's vintage... but this game is one of the lesser wedgeheads of it's time. AAB or not.
7.781/10
6 years ago
Marble Queen is a game that most pinheads would not know what to do with. This is a good thing. Learn from your past to play better in the FUTURE!

The Pros:
This game is a BUNCHAFUN! When properly setup and maintaned, this game is super bouncy/nudgy and will make you activate every time the ball hits a flipper/rubber. We will see similar lower PF layouts in the future like Spanish Eyes...

The Cons:
A fresh rubber set on this game is an absolute must. Finding one. Breaking any of the "marbles"means you will have to learn how to make your own replacement parts. Gobble holes, ugh...

The Takeaway:
A great game to really sink your woodrail teeth into. Find one if you can and nudge on! I got to play this game at vfwpinball.com]

Update:
That gobble hole is one of the largest I have ever seen. I have also never seen so many beautiful swim suit clad sirens playing marbles... ever. A fun game to play. Enjoy it if you can find it!
9.123/10
6 years ago
The Neyens/Parker connection is in full swing here!

The Pros:
A very standard layout and ruleset that is boosted through the roof by one of the most creative and interesting flipper layouts that I have ever born witness to. Wayne Neyens is THE MAN! The art package is very silly, details and downright SPESHUL! Mr. Parker is the king of pinball artwork from the 50's and the 60's. The BG in particular is incredibly well done. Multiple true skill shots at the top of the game means that every plunge counts. The flipper layout and posts mean that EVERY contact the ball has on the lower PF matters. You have to work to get this game to play and sing. You'll have a great time in the process. The Rip Van Winkle dude on the BG cracks me up!

The Cons:
The art package is not the kindest to the residents of the Appalachian mountain range. Politically incorrect depictions of... oh wait, they're white. Well then... LET'S MAKE FUN OF THEM! I'd love to see a copy of this game next to Minstrel Man.

The Takeaway:
A great game if you can find one. Getting used to the flippers may take a few games, but that's pinball and part of the fun! I believe this is one of the best woodrails ever designed. Break out the moonshine when you encounter one and play it with Skeeter, Clem, Daisy-May, Cooter, Boss Hawg, Boobie-Sue, Billy-Bob, Uncle-Daddy, Clint Tickler, Dick Trickle, Old Yeller and Sister-Mommy. I was fortunate to play a copy of this table in great working order at vfwpinball.com.

Update:
There aren't too many games that do different things with flippers (especially this different...) that work. This game works and is an absolute blast to play!
4.727/10
6 years ago
While not a big fan of BoP, this game, in some ways is better.

The Pros:
A substantially improved ruleset, DMD and music make this package even better theater than it was before. The programmers were kind enough to keep the old roms in the game as well as the new package.

The Cons:
No amount of rules will make this half of a playfield game play better. Still a 2 (maybe a 3 shot) game.

The Takeaway:
If you really LOVE BoP, got for it. but the physical limitations of the PF design will always keep this game from being better than "ok".

Update: With all due respect to the people in Dutch pinball, there is no amount of software that can save this pinball game. Is dominated by a toy that is so demanding on it its efficiency of space that everything else in this game suffers, as in it sucks. I know some people who absolutely love this game, good for them. But this game sucks. And I don't mean that it sucks a little, it's the worst game by Williams of it's era. No, really. It really, really, really, really-really sucks.

You can't polish a turd... unless you let it sit in the sun for at least 3 days and THEN break out the poop-polish. And even at that point, it's just a shiny piece of dookie.

Now in Limited edition flavor... yay.
8.114/10
6 years ago
Sea Wolf is a Williams game from the late 50's that I found at the VFW in Ann Arbor

The Pros:
The art pax on this game is SOLID! Sea Wolf features An unusual and very interesting PF layout. Reverse flippers near the top, and a more tradtitional flipper layout by the bottom of the game. A true skil shot that activates the appearing/disappearing pop bumper. Lots of nudging during this game means that every contact that the ball on the PF has, counts. A good skills game in that sense. There is nowhere to hide on the lower flippers and while I usually don't care for gobble holes, this one is not easy to drop into. In fact scoring that gobble hole special is one of the harder things to do on this table, ok, it's not hard. It is near impossible.


The Cons:
If the game is not well taken care of, this deck can be boring. Getting the bumper up is huge for scoring and making the upper half of the PF worth playing. The rubbers must be fresh on this game or the lower PF is REALLY difficult to stay in play with.

The Takeaway:
If you can find a copy of this deck in good operating condition, play it and enjoy the game. Not too many games were made with a disappearing pop bumper, and this one is a hoot when set up and maintained well.
5.821/10
6 years ago
If you like gobble holes, this game is for you!

The Pros:
There are specific strategies to play this game if you want to win specials. Your score really doesn't matter on this design.

The Cons:
Everything in this game is about the gobble holes. Maybe this is just me, but I like to play the game not just "Skillfully drain" when I am at a pinball table.

The Takeaway:
I'm not a fan of this design being dominated by gobble holes.

Update:
Artwork on this playfield and backglass are incredibly well done. The rules are better than I originally thought. But this is a different kind of a pinball game. Not for me. Jockey Club is still gobblin'...
8.670/10
6 years ago
A beautiful game that plays as well as it looks.

The Pros:
Great action at the top and the bottom of the PF. The art package is super awesome and this game is FUN to play. This deck offers that "I gotta play one more game" like few others... Neyens and Parker do it again!

The Cons:
Gobble hole in the middle of the PF... ack!

The Takeaway:
Find one if you can and enjoy the game!
4.205/10
6 years ago
Another game from the 50's that feels more like a bingo than a pinball game.

The Pros:
A great BG on this game will draw you into play

The Cons:
lots of lanes, gobble holes, and nearly no way to get back to the top of the pf.

The Takeaway:
Plunge, nudge and hope for the best.
3.517/10
6 years ago
I'm having trouble calling this game a pinball game.

The Pros:
A cool BG and a racetrack that takes up the middle of the PF

The Cons:
Why does this deck even have flippers? Can you even get the ball back up the PF once it passes the lower flippers?

The Takeaway:
Yes, try new things to see if they succeed, or not. This game did not succeed as a pin. You may have more fun playing a bingo as compared to this "pinball" game.
6.919/10
6 years ago
This game is interesting as it bridged the tech between EM and SS for Williams.

The Pros:
A nice BG by Christian Marche. Solid geometry on the PF means that the ball is going to start moving from side to side ASAP. Gotta stay on your toes!

The Cons:
This game really doesn't have much to shoot for other than light the spinner and tear it up. And even then, that is going to be a long game to make real points with. You can try to make points from the center reeled bank, but they are all death shots.

The Takeaway:
Not a great game, but not horrible either. Could be a decent tourney deck featuring "Chopping wood" strategies.

Update:
The two single drop targets will make a difference in your scores. Double Bonus in particular is the go-to feature for big scores. This combined with the angles of the mid to lower playfield will guide will make you carefully consider these shots. As soon as you make or miss one of these drops, the ball starts to move side to side and those outlanes are hungry! When properly adjusted and tuned, this game is a defensive player's delight. While the upper playfield may seem bare, it's intent is to get the ball into the DC pops and moving dangerously with speed down the playfield. The middle targets are tempting.... just, don't. And while light/rip the spinner may feel great, 30k for 2 drops is more score. A better game than I thought it would be. I just had to find a nice one to play. Game must be tuned to play properly and if you can find an EM copy... you are in posession of a rare version of this game!
3.765/10
6 years ago
This is another Allied Liesure game that tried to take up as much space as say... An EM gun game.

The Pros:
I like the marquee and the PF artwork I thought it was Marche at first, but the IPDB came up with a new name, Roland Berrios. I learned something new today.

The Cons:
Gameplay is negligible. That is being generous.

The Takeaway:
An interesting novelty. Play it, maybe a few times... and then you can say you played it.

Update:
Played it again. Just because...
9.099/10
6 years ago
This game was made in the mid-50's and is incredibly difficult to finish. It's also incredibly fun!

The Pros:
A great layout with one of the most challenging sequences in pinball design history. The artwork is gorgeous and the action is full of nudging. You are going to need to learn how to manipulate this game if you are going to make it past 9 on the 1-12 sequence. Lots of silliness and humor all over the art pax make me want to go out and play croquet after I play this pin.

The Cons:
Do you like pinball? Do you like pain? Because this game is gonna put the hurt on ya! The weight of the ego-crushing difficulty that this game presents to you is not to be trifled with. It is no joke. A table for the true pin-sado-masochists if there ever was one. I hope your flippers are strong and your ego can take a whuppin'!

The Takeaway:
Completing 1-12 is harder on this game than reaching a wizard mode programmed by Keith Johnson. Seriously. Tables like this are inspiring to me because it makes me realize how much was done with so few resources and to me that is creative brilliance. This game is on my want list.

Update:
I can't get past bumper #3! This game is a real butt kicker. Will I ever get the chance to get all 12? I have no idea. But this game keeps on bringing me back for more. Lighting the 4 croquet balls by the 10 point targets may be an easier way to score specials, but with the flippers all the way at the sides of the playfield... YIKES! A true player. This pinball vintage's equivalent of today's Wheel of Fortune!
8.560/10
6 years ago
I don't like pinball games with reversed flipper. Other than this one.

The Pros:
An absolutely stunning game of this vintage. The playfield layout is surprisingly good and the shots around that loop around the pop bumper ring and back to the top of the pf feel fantastic. A true nudger's table. You will need make every contact that the ball has with any form on the lower PF count to keep the ball alive and in play. Hitting the horseshoe and lighting up the diamonds on the PF is always a hoot. The inner ring around the pop bumper is a sight to behold in a low-lit room when lit.

The Cons:
Reverse flipper take a bit of getting used to. Also, they'd better be nice and strong if they are going to get the ball back to the top of the game again. Good luck finding a copy of this game in anything other than the deepest of pinball's private collections.

The Takeaway:
If you are looking for an unusual, beautiful and entertaining woodrail from the 1950's, this very well may be your game. Parker/Neyens... they did it again!
9.478/10
6 years ago
Have you ever played a pinball game that had only one flipper that was AWESOME? Well, leave it to Harry Williams to make that magic happen.

The Pros:
A truly brilliant design that has features on it that we do not see again (sometimes for decades) that shows how far ahead of the game Harry Williams was. Great shots, nudging skills and engaging play that will keep you coming back for "one more game" that is the true measure of a great pinball table. The table had reel scoring, a shallow saucer, 4 table holes that lead to specials, a 360 looping shot that leads back to the top of the PF for EVEN MORE GAME, two skill shots. This game was made in 1953! I'm not going to say much more other than if you find this game, you must play it. If you don't take the opportunity if it is presented to you... you are living a lesser pinball life.

The Cons:
Finding one that hasn't been in a landfill.

The Takeaway:
This game is WAY SWEET! It's on my wish list. PM me if you know of one for sale/trade.
7.372/10
6 years ago
Many people feel this is a classic Gottlieb Wedgehead. While I like it, gameplay is OK.

The Pros:
A great art package and animation on the BG draws players in like few others. The top lanes on the sides need to be passed through BEFORE the center lane under the pop is lit for a special. Truly nudge-tac-u-lar! getting 4 in a row adds balls to your game, Spin or shoot for the number needed? The BG animation with the spinnin bullseye is WAY SWEET!

The Cons:
Gameplay after the top lanes could be much better. Getting the ball back up into the pops is a moot point. The geometry of the game keeps the ball down on the lower 1/2 of the PF. 3 targets to shoot for on the lower pf, that's it.

The Takeaway:
For me (at least for now), this game looks really good, doesn't play as well as it looks. Maybe someone who knows the game better than me and has access to a crispy copy will show me better, but for now... this game is more of a looker, than a player.
1.017/10
6 years ago
Quite possibly, the worst pinball game ever made.

The Pros:
I don't own one.

The Cons:
You may have to play one at Replay F/X or PAPA

The Takeaway:
Take it away, please...
6.990/10
6 years ago
This is the best Star Wars Pinball game ever made.

The Pros:
A solid ruleset from the get go. I like the 4 multiball miniwiz modes. A solid layout that reminds me of No Fear. The shots are slightly wider and more playable. Crazy Ritchie flow when you can find it. I am used to seeing a fan with a 3rd flipper or 3 banks with orbits and ramps between them from SR. This game, GoT and NF have made me re-think his designs and I have to give the designer the credit he is due. The art package and sounds are solid! The modes are easy to read from the screen and can be stacked in certain cases. Choosing the right hero from the movie makes a big difference in game strategy and play. The inner horseshoe loop shows that even the King can learn from new blood. This PF is very well laid out and the double skillshot makes any pinhead smile! Learning how to work the combos will make a hyooj difference in your score and while R2-D2 can help with that... there is lots to do in the modes as well. I also like the nice little nod to the original DE game with the trooper/tiefighter shootout that makes you play the bongos on the lockbar whammy button! Multiple modes and hurryups mean that you are shooting all over the PF and making strategic choices with every shot. I am VERY interested to see how the newer versions of the S/W compare to what we have right now. This is a great start and this game really gives an immersive Star Wars pinball experience while getting the balance right between playability, depth and FUN!

The Cons:
The rules, even in this state with a video screen are not that easy to "get". Even the color coding of the bonus x shots on the pf in coordination with the whammy button will confustipate most (and just about every one of the casual) players. Don't tilt, you will lose your bonus which can easily be half your score in a game. This will probably be addressed in the future with updates. Some of the hungriest outlanes I have ever encountered in a modern pinball game. Barry Oursler would be proud!

The Takeaway:
A much better game than I thought it would be stepping up to it. Stern has got a winner on it's hands and the Star Wars faithful finally have a pinball game worthy of the lore of the movies. I will update this review as the software is updated and balanced.

May the Pin-Force be with you!

Update:
This game requires deep pinball knowledge of the ruleset and is a bit of a chore to play. Playfield multipliers are king and the opportunities to score need to be carefully built up and executed. I am not a fan of the game auto kicking the ball into the outlanes after a short ball saver. I know, I know... play better and take control of the plunge when the ball exits the pf... Software updates are solid, but I just am not interested in playing this game any more than I have to. Not a good sign. We shall see what the future holds for this table and how much more code\excitement can be squeezed out of this game.

Update v2:
Star Wars really requires deeper table knowledge than ever for a Steve Ritchie game. Just like Game of Thrones, the first decision that you make before you even plunge your first ball will be a determining factor of how you approach your game strategy. Most players now seem to be choosing Han or R2D2. A huge factor in this decision is how close you are to a mini-wizard multiball mode from the start of the game. The light Saber mode is a lot of fun and the smaller adjustments to the gameplay really make the difference between what felt like a good game and what now feels like a more complete game. The red/blue light show is way sweet! I am still not sure how to really work the video mode for big points, but the Gyruss controls and the whammy button warping the the speed through the asteroid field are fun. I guess I need to set the multiplier to this lane when I start the mode as well. PF multis make a huge difference in this game and I have seen a few billion point shots made by people who know this code better than I do. Personally, I prefer the pro over the preem/LE, but this is just how I feel about this design, the preem/LE is good too, but the slight edge goes to the pro for me. If you like Steve Ritchie designs that will constantly keep you playing and thinking at all times. This game is for you.


Update v.3:
I have tried. I have really tried. Really, really, really tried to like this game. This game defines the word "flowball". Either your shots flow or you die. That's this game. How many times have I played this game and the ball autoplunges into the left outlane? This game has one of the most dangerous plunges I have ever experienced. Houseballs all around. This game is even more of a luckbox than WoF. While the modes are well diversified, the layout is one of Ritchie's worst. The rules, while deep, require specific knowledge of the table you are playing to the point of choosing Han or R2D2 can rule or kill your game outright. This is SR's worst design PF since BK2K. If you tune this game properly, there is a player in there. But this table is just not fun for me anymore and no amount of code is going to make this layout sing. Scores reduced accordingly.
6.442/10
6 years ago
Another Zacc game from 1986 that is laid out like a Gottlieb game from 1976.

The Pros:
A solid layout that has a serious dose of rish/reward with the roto-target in the middle of the PF. Fantastic geometry and an orbit to the lanes at the top as well as a horseshoe loop on the right means that the ball is always moving dangerously. Mileage on this table will give you the subtleties of the game's ruleset.

The Cons:
Sounds are straight out of a grainy Shaw Brothers movie. The PF and BG artwork are horrid.


The Takeaway:
A good game that will make you think more than you thought it would while you enjoy the action. Play one and enjoy the pin-fu!
4.138/10
6 years ago
Apple Time is a company that only made this title.

The Pros:
An interesting layout and voice callouts in Italian. Who knew pinball would include language lessons? An interesting layout and an art pax that boggles the mind.

The Cons:
Parts? Manuals? Transformer voltage conversions? You have to REALLY want this game to play it in America.

The Takeaway:
Big ups to the crew at The VFW for getting this deck up and running in the US of A! I had never heard of this game, much less the manufacturer until I played this game. Unfortunately, it's not a player. So play it. Say you played it and then play another pinball game. This table is NOT Snake Pliskin approved.
8.434/10
6 years ago
Mystic Star is a simple and fun game from Zaccaria.

The Pros:
A great layout that reminds me of a Gottlieb deck. Great shots, geometry and details (like the feed back to the shooter lane) that make the difference between good and great. The art pax is solid all around and this table really just feels "right". Merlin of the Mega-Leg is about to throw down!

The Cons:
This game really could use a spinner on the left orbit. I know I'm being picky, but that's how I feel about it. This game was produced in 1986 and feels like a throwback to 1976.

The Takeaway:
A difficult to find (in the US) game that is worth the search. Play one if you can when you locate it!
7.810/10
6 years ago
A first generation SS pinball game from Zaccaria with a very interesting layout.

The Pros:
A really cool layout with a cross PF plunge. The spinner is asking to be ripped and overall this game reminds me of SeaWitch with the large arch at the top of the layout. Pops and standups mean that action must be nudged into at for the 1-10 awards. Shallow Mata-Hari saucer on the right requires a soft touch as well as solid aim. A hard shot or sling bounce will not stick. The kickers above the fleepers and the waving target are ideas plucked from old Williams designs.

The Cons:
Finding one? Hope it works when you get it. Parts and repair resources are thin! Check those websites out there! That swinging target is a sucker shot if there ever was one (Master K knows how to put you in so much pain that even those wacky Eye-talians are in on the act)!

The Takeaway:
A fun game that when set up properly is fast and true to the theme of the game. Find one if you can and play on!
7.479/10
6 years ago
Zaccaria and the Itialian pinheads sure do love to play soccer!

The Pros:
A very interesting layout with a second playfield up top. I really dig the "Robot" cylindrical standups and the drops remind me of many of the older Stern and Gottlieb games of the 1970's. This game plays incredibly fast and has a very "short" feel to the lower pf. As a player, you'd better be on your toes! The 3d molded plastics, mayan masks on the pops and sombreros on the cylindrical drops are way sweet! Shots are all over the pf and the orbit to the top lane. Drops and the upper PF mean that gameplay is varied and building your bonus to 80x is where it's at!

The Cons:
Got parts? Can you read instructions in Italian? The backglass has an airbrush look to it that is very loose and soft. Not my favorite art pax on the pf either (wouldn't you know that the cabinet is frikkin' cool!). It's difficult to see the top lanes to nudge them into the desired alleys.

The Takeaway:
Just finding one of these games is a quest unto itself. Find one, play it and do the happy pinball dance!
8.684/10
6 years ago
Gemini is a rare game that Gottlieb made at the end of the era of EM games.

The Pros:
An utterly brilliant art pax and a pf layout that demands your best gameplay. The geometry of this table is about as classic as a 70's Gottlieb pinball game gets. Fantastic artwork and geometry on this deck means that any time you are playing this game, you are being challenged visually as well as with your pin-gameplay. Sniping drop targets is what a game like this is about. Once you light up the PF, anything you do is worth lots of points!

The Cons:
The copy I played was set up rather "easy" rolled it again and again. This table needs to be set up nice and nasty to make the most of what this game has to offer. Only 300 were ever made. Who knows how many are in pieces or in landfills...ugh.

The Takeaway:
A damn fine game if you can find it. A truly fantastic and psychedelic pinball table that will make you come back again and again when set up properly. I wonder why they never made a SS version of this game?
7.530/10
6 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for. The re-make feels like the original, plays like the original and has some updated animations.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...
7.530/10
6 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for. The re-make feels like the original, plays like the original and has some updated animations.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...
7.678/10
6 years ago
Mad World is a game that makes sure that you play it a bit before it shows itself to you. The trick is... you have to really work it for it to shine.

The Pros: A true skill shot from the plunge and an ingenious lock mechanism that makes what you do on this table matter. I didn't "get" this table until I realized I could lock more than one ball in the free ball gate lane. Now the game feeds the balls back to the shooter lane, but you can also choose to play this game in a multiball manner. Considering that the yellow mushroom targets advance the balls in the free ball lane, you can have 4-5 balls on the pf at once! Wacky artwork from Art Steinholm compliments the creativity of Master Zale on this table quite nicely!

The Cons:
The mechs seemed "soft" to me. Hi-tap this table to get more out of it! This game can be boring if not maintained properly.

The Takeaway:
A simple game with a really cool novelty/gimmick on it. It may take some time and work to get it, but once you do, it's awesome!
5.404/10
6 years ago
Bowl-O is a game that REALLY needs to be in top shape to perform.

The Pros:
The art package is a great example of Christian Marche's craft. Skillfull and strategy and flipper post skills are required. Bowling is FUN!

The Cons:
This game can be downright boring if not set up properly. Everything must be bouncy and crispy. IF the rubbers and mechs are not on point, your game WILL suffer. There are lots of design parts on this game that are successful, however, the magic doesn't seem to come together with them.

The Takeaway:
Love this game and you may get some pinball love right back at you.
9.200/10
6 years ago
Dialed In is the game that Jersey Jack has been needing to make since day 1.

The Pros:
A great looking, sounding and playing game that proves once again that Pat Lawlor is the most creative pinball designer to design modern pinball. Give that guy some resources, and he is going to run with it! A players layout with lots to shoot for and even more to consider and stack up for righteous playability. The animations are in line with the theme and while a few might not "get it" at first, this is a theme that everyone can relate to. The immersive qualities of this tech are self evident when the selfie mode starts. the camera looks for the player's and other people's faces when the game starts to crank out pics on the screen. Bringing people in... that's how you do it! There are lots of modes, multiballs and the wizard mode is in there already. John Youssi brings the look and Keith Johnson at the help of the programming team means that a player's player is making this game play as it should. Just like the rules, the theme is layered as well. Natural disasters and all sorts of strange occurances are happening. How do you deal with them with the thematic tools of your celphone? I feel like this harkens to Roadshow where the game was about travelling across America and all of these interesting things happen as you go. This is all up to you and makes me believe this is a thinking man's game. With nearly 20 shots and a true skill shot on the PF, this game has got it all.

The Cons:
Some of the thoughtless knee-jerk reactions from people who haven't really considered what this game is really about. That and being able to afford it. At the same time, 8k for a game seems to be the going rate for something built as solidly as a JJP pinball game.

The Takeaway:
Is Pat Lawlor the secret sauce that needed to happen at JJP? I'm going to say yes. This game has the layout, an accessable theme for all ages and the wow factor that hasn't happened in pinball since The Addams Family. Here's to the engineering woes of the past being in the past and let's see how this game earns on the street. I for one, can't wait to really get to know it! This may be my first NIB game.

Update:
I love shooting this game. Playing it is fantastic! However, this game is OK, not great in the rules department. This is defining factor for Pat Lawlor games. Either he's teamed up with a programmer who is able to realize a great rule set and balance, or the incredible layouts that he designs are lessened on talents that can't realize the same quality that he brings to Pinball playfield design. Which is what I don't get about this game. Both Ted Estes, and Keith Johnson are listed as programming talent on this game. What is the theme for this game just too smart for everyone else who just wanted to play Pinball? I really like this game. However the more I got to know it, the more it became a short mode to SIM card stacking for scores.

That was it as far as big scores are concerned. For a game that had so many options, why did it feel like there was only one way to really play this game?

Well I'm very excited to play my Pat Lawlor pinball games. This design feels like Addams family version two. But with a more directed and linear rule sheet. But even then, this is a really fun game to play and is definitely worthy as a skills game.

Welcome back Pat Lawlor!

Update:
I love shooting this game. The rules are really quite straightforward. It's all about starting, completing modes and then collecting your sim cards. This adds more multipliers to your mode scores which are big to begin with, and there's a lot of other things happening in the game but they're not nearly as important as playing well through the modes and getting your multiplier as hard as you can. Wizard mode is difficult, but not unattainable. And multi-ball is a lot of fun too. It's nice to have that first multi-ball scaled-down to be able to make it easy enough so that just about anybody playing the game can achieve multi-ball at least once.

the thing that kills the skin more than anything else is the theme. It's too damn smart for its own good. While this isn't surprising coming from the likes of Pat Lawler, I think that this game, at least on location, has suffered for it. The theme doesn't have a real hook, and people don't relate to it easily. I'm also surprised at how many people don't like having their picture taken I know that there's a flipper code to disable that with player preference, but I've also seen some people take some electricians tape and cover the camera during gameplay.

The good news is, the scoring is in theme with a lot of other Pat lawlor games. To get really good scores, you have to earn them. Shooting the game is pure pinball Joy. The shots are well-placed and easy to hit with the possible exception of the SIM card. I've had a number of games where the ball will drop down from the Big bang Target and bumble into the Sim hole. Not a skillful shot, but I have had a couple of "planned chances" with this playfield feature.

A great game to play. Player/Collectors will find them with relative ease and should be able to get them for a good price. Ops don't seem to make much money with this game, and that's a damn shame. It's a great player. Another reviewer called it "this generation's Shadow" and the analogy is a good one.

Update v.2:
While the straightforwardness of the rules may bore some players... this game is the most accessible JJP game made today. You KNOW what to do. You prep the mode, you start the mode, you shoot the blinking lights, you collect the SIM card (which is the hardest shot in the game. Compared to other games of this era, the rules are simple. Now all the rules are not perfect. Magnet modes tend to get timed out as compared to being played, making portions of the game a waste. The rules may not be perfect or EASY, but they are something that almost everyone who steps up to the game can understand within a few games played. Strangely enough, the cell phone theme is what most people have difficulty grasping. What is this game really about? Is it a cell phone game? Is it a disaster game? Is it a theme within a theme? Is it meta? Would Pat Lawlor do something like that?

Yep.

The good news is this is a damn fine game that will age like a fine wine. Who knows, there may be a code update or two as time goes on to finesse some of the exploitable aspects of the design. But even then. This game is fun to play and when the player engages, the experience is absorbing.

I'd love to have a copy in my stable someday.

Update V.3:
That day has come. I have a HUO copy of a DI Collector's edition in my stable. What I have come to realize is that this game's rules are the hammer. You and I, as the player... are nails. This is the short version of how to play the game:

1) Hit the roving target to prep the phone for a mode. Do this from the left flipper if you can.
2) Select your mode (Some modes are very dangerous. Get them out of the way by "skillfully" timing them out. Minus one pinside orb for the rules) with the flippers. Make sure that you accomodate for the mode change with the flip you make to put the ball into the phone hole. Finish the mode if you can and THEN get the ball into the hardest shot on the table in the SIM card hole. This multiplies the value on your next mode for the rest of the game.
3) Repeat as often as you can to bring multiplied values into the modes and get to the wizard modes.
4) Keep your kickback lit. Tat first "B" on B-O-B is nearly impossible to hit from the lower right flipper. Slings can be your friend.
5) Stay away from the Participation Trophy bonus award at all costs.

CHAOS and Armageddon are both awesome, but not as important as getting those multipliers maxed (10x for modes and bonus). That's pretty much it. There are other side goals in this game that are not multiplied, so if you are playing well with the main direction of the ruleset, you can enjoy and safely ignore them as they are mostly incredible pinball theatre, but not big points.
6.734/10
6 years ago
While I am not much for the theme of this game, This is a great design that plays much better than I had anticipated.

The Pros:
A great skillshot to start out every ball makes me happy! This fan layout is very well done and makes the most of what it has in spades. I have to give this team a great deal of credit for maximizing the BOM and working with a limited budget. The magno/walled chamber is placed very well and the right ramp/kicker maximizes space, essentially making two shots with the ramp and the kicker (why have we not seen this before?). The Noid is there and there is quite a bit to do with different modes and things to shoot for.

The Cons:
By their own admission, this is a marketing/advertising piece. The software is not that well sussed out and it may never get an update. Are the rules balanced? Probably not. The Spooky people have also stated that most people playing this game will not care as pinball is "fun" for them and nothing else.

The Takeaway:
I am all for Spooky keeping their doors open and making pinball. In fact, I hope they take this layout and make it into another table with a different theme. There are some incredibly well thought out shots and in many ways this deck reminds me of AFM. Yeah, I said it. While not the most impressive game to date, what has impressed me is that Spooky continues to make pinball games in a way that no one else can. I for one am cheering them on!
9.759/10
6 years ago
Capersville is a great game, quite possibly the best one made in the 1960's.

The Pros:
Zipper-Flippers, multiball, a super sweet art package, complex and intriguing rules and gameplay through the roof. The height of Master Zale and Jerry Kelley's creative collaboration. I could go on about this game for a while, but instead. I'd ask you to find out for yourself, what makes this game special? Read Xerico's review of this game for more details.

The Cons:
Finding one for my collection. That and if I can find one with an english PF...

The Takeaway:
This was Bally's best selling game of the 1960's play it and find out why. I will have one, one day... hopefully soon!
9.239/10
6 years ago
Majorettes is a game for a true nudging player.

The Pros:
An innovative layout that requires more from the player than most games ever will. This table requires active manipulation (let the player move the game, loosen up that tilt!) and an understanding of what on the fly play is really like. In combination with the Add-a-ball strategies on this table, once you get it... you will hear the angels sing as the clouds part on your way to pinball heaven. This Neyens/Parker combo is a real winner! Oh, and... this game looks absolutely incredible.

The Cons:
This game MUST be maintained properly and have a fresh set of rubbers on it. A relatively low production game. Find one if you can.

The Takeaway:
Some people don't like this game because it is different, not well maintained or both. These people need to replace the rubbers on their games more often and open their minds to what this game is really made to do!

Update:
Majorettes is HUNGRY! Chaos up top in the pops and the two saucers kicking the ball towards the top of the playfield make for interesting "saves" that get the ball back into play when it is down below the flippers. The kickouts are not so reliable that the ball travels in the same direction every time. Borderless flippers have never felt so good! I like this game. A lot. On the want list now.
6.820/10
6 years ago
Bally Hoo is the third game from Bally to carry this name.

The Pros:
A great layout with some great shots.
I like the build/collect play from the upper left saucer. The rest of the shots on this table are not so obvious. The art package is a Christian Marche production and it looks solid. The big shot on the table is the upper left saucer and that feature is very well designed.

The Cons:
Lighting that 10x red insert makes the big collect on this table a luck-fest. Same thing with the score on the upper saucer. Set it on (say 200) and leave it on that score all the time. It's too bad really. The game would play better with that 10x randomizer permanently disabled.

The Takeaway:
A well laid out game that is spoiled by a 10x modifier that makes this table much less of a player than it should be.
9.759/10
6 years ago
One of the craziest and most unusual pinball games to come out of the 60's.

The Pros:
A truly creative layout by Master Zale and a surreal art package by the ingenious Jerry Kelley. This game looks, sounds and plays great! There are no PF specials or EB's... but wait! You can score extra games with scores and CACTUS JUICE! There is also a gate on the right to the shooter lane, so... that's kind of a free ball too. Zipper flippers mean that you will always be adjusting your gameplay and aim. Learn how to set up your shots with the mushroom bumpers and then send the ball into the canyon. Great action in the pops and this game always moves towards the sides and the outlanes if you do not make adjustments to your high pf game.

The Cons:
Finding one?!? Purchasing one?!? I will have to brush up on my German if I find a copy most likely...

The Takeaway:
Dogies is a game that I had been seeking out to play for over a decade. It was worth the wait. It will sing like a bird one moment and then next, kick you into the dirt. You can never take this table for granted. For me, this game is solidly on the "WANT" list. Thanks to vfwpinball.com
8.940/10
6 years ago
Rock Makers sees Bally really hit it's design stride and show us a bit of what is to come.

The Pros:
An upper flipper that splits the pf and adds a layer of playability never seen before in playfield design. Zipper flippers on the lower PF require attention and two sets of aiming skills. The lower PF may look sparse. But those tic-tac rollovers give you 10 difficult targets to hit. You CAN hit the right rubber bumper from the left flipper and get all targets in a single shot. I have gotten up to 8. Light the 200 from the upper flipper and keep it up there as much as you can from the right orbit shot. The artwork can be disconcerting for some, but I find the artwork of Jerry Kelly (and Christian Marche's craft as well) to be something that immediately says "pinball" more than just about anything else. This game offers more than what one may originally think by a long mile.

The Cons:
Those slings will make you curse and cry like a child. Most copies that I have played speak in German.

The Takeaway:
A challenging game that never really gives you the win. You will always be reaching for more with this design. A true player by Master Zale! It is on the "WANT" list.

Update:
A second set of scoring for spelling out An arc of mini-rollover buttons in lower playfield spells out R-O-C-K M-A-K-E-R-S. This adds another aspect of gameplay rules to the game design. Each player has a Rock-A-Rock single yellow score reel on the backglass to count the number of times either R-O-C-K or M-A-K-E-R-S is achieved. This game is a different kind of pinball game. I love it!
7.600/10
6 years ago
Gold Rush is one of those games that took a chance. In some ways it succeeded, other ways, not so much.

The Pros:
An interesting layout with a shallow saucer right in the middle of the flippers. Nudging on this game is paramount. Some people like bagatelles, some do not. I personally dig them quite a bit. The artwork on this game is through the roof (other than the cab)

The Cons:
It is difficult to get the ball back to the top of the PF. between the 2" flippers and the saucer in the gap, many people will not enjoy playing this table.

The Takeaway:
An interesting game with some gameplay aspects that make a unique combination within the pinball world. Ted Zale was not afraid to take chances and this game is proof of his adventurous spirit.
8.269/10
6 years ago
Amazon Hunt is a re-hash of Gottlieb's very successful EM design, Fast Draw.

The Pros:
A great layout with solid action. A few more features added with SS hard and software, but that's about it. For what it is, it is lots of fun. More bonus in the ladder, but the game is pretty much an EM Fast Draw.

The Cons:
This game is proof that Gottlieb was on it's last legs. Grasping for the greatness that had made it king of pinball for decades. Slap a new coat of paint on it and see if the fish bite. Not the best business plan.

The Takeaway:
A game that was great 10-15 years earlier, while still a solid game, was left in the dust by what Bally and Williams were creating at the time. Can be found for a great price with solid play. Just know that it is what it is and nothing more. Enjoy!
8.269/10
6 years ago
Amazon Hunt is a re-hash of Gottlieb's very successful EM design, Fast Draw.

The Pros:
A great layout with solid action. A few more features added with SS hard and software, but that's about it. For what it is, it is lots of fun. More bonus in the ladder, but the game is pretty much an EM Fast Draw.

The Cons:
This game is proof that Gottlieb was on it's last legs. Grasping for the greatness that had made it king of pinball for decades. Slap a new coat of paint on it and see if the fish bite. Not the best business plan.

The Takeaway:
A game that was great 10-15 years earlier, while still a solid game, was left in the dust by what Bally and Williams were creating at the time. Can be found for a great price with solid play. Just know that it is what it is and nothing more. This version of Amazon was a European conversion kit. Enjoy!
8.269/10
6 years ago
Amazon Hunt is a re-hash of Gottlieb's very successful EM design, Fast Draw.

The Pros:
A great layout with solid action. A few more features added with SS hard and software, but that's about it. For what it is, it is lots of fun. More bonus in the ladder, but the game is pretty much an EM Fast Draw.

The Cons:
This game is proof that Gottlieb was on it's last legs. Grasping for the greatness that had made it king of pinball for decades. Slap a new coat of paint on it and see if the fish bite. Not the best business plan.

The Takeaway:
A game that was great 10-15 years earlier, while still a solid game, was left in the dust by what Bally and Williams were creating at the time. Can be found for a great price with solid play. Just know that it is what it is and nothing more. The last game produced with the Gottlieb name. Enjoy!
3.677/10
6 years ago
Spooksville is one of those Allied Liesure games that was put in a box like and old EM gun game.

The Pros:
Shake the PF with the handles for some PF nudging action. Ingenious really. I also like the bars that drop the ball onto the PF for gameplay when activated by the flipper buttons.

The Cons:
This gameplay is lackluster to say the least. It gets old real quick. The only shot worth going for is the lane up the middle of the PF.

The Takeaway:
Get your novelty games in so you can say you played it, and then go play a better pinball game.
4.955/10
6 years ago
Take Five is an Allied Leisure Cocktail table that could have been better than most cocktails.

The Pros:
An interesting a-b-c-d drop target raise and collect ruleset that could use a better layout. Grandma's bloomers are always a pleasant sight to behold. The drops can only be raised by hitting certain lanes.

The Cons:
This game needs a way for the ball to get back to the top of the PF/ shooter lane. The only way to get the B-D and extra ball is from above or with a LOT of luck. That pop bumper garden is incredibly tight.

The Takeaway:
A lackluster PF design means that this game could have been better with the rules it implemented. But as it stands, this table is just another cocktail pin that says: "meh".
7.709/10
6 years ago
Allied Leisure games are few and far between. This game was interesting for sure.

The Pros:
Crazy artwork and a layout that was better than expected. The side lanes open the outlane gates for ball saving awesomeness and the drops add unexpected chaos to an open PF. Setting up double and triple bonus is where the points really are and that means... you gotta chance the drops that are so close to the flippers! Then you have to get the ball to get down the inlanes and side lanes to raise the drops again. A simple and ingenious gameplay mechanism!

The Cons:
Got parts? Manuals? An Electrical engineering degree? Finding one is hard enough. Finding one that works... yeesh! Allied Leisure flippers take some getting used to. They feel light and even... delicate? They do the job though. I am trying to remember if "Line 'em up" had to do with the match...

The Takeaway:
A better playing game than I originally thought it would be. Give this game some mileage to learn it, it's worth it. Do not be put off by the unusual manufacturer or psychedelic artwork... this game is a player!
6.584/10
6 years ago
Check Mate is an interesting game from Recel (Spain).

The Pros:
An asymmetrical layout with lots (14) of drops to shoot for. The art package is good and I get the idea that the man in the suit on the BG feels like he didn't play enough pinball and because of that, his life has been wasted. It looks like there is a double bonus on this game, there is not. Just 8 lights for the upper 8 drops and 8 lights for the 6 lower drops, the center standup and the difficult to score lane at the top. Shoot the drops!

The Cons:
Other than the drops, not much to shoot for. The upper PF, other than the 8 bank of drops is wasted space. Finding one is not easy.

The Takeawway:
Play it and enjoy it for what it is. For some reason this game just doesn't feel finished in gameplay. I'll have to find another and see if my opinion changes.

Update:
My opinion stands.
4.843/10
6 years ago
This was the first multiball game by Zaccaria. I find this rather surprising as it was also Zaccaria's last game off the production line.

The Pros:
A very interesting layout with some really cool shots and features on the PF.

The Cons:
This game doesn't flow. The novelty is really all about starting multiball (hard) and that's about it. Many shots are blind due to the flag targets and while the skill shot/ left ramp is interesting, it is a novelty with little more play than any other ramp. Oh yeah, parts, and fixing the damn thing and manuals in Italian. The artwork is a real airbrushed nightmare.

The Takeaway:
Find this game at a show or in someone's collection. Play it. Now you can say you've played it. I really wanted to like this game more, but it just wasn't going to happen at the show I found it at.
4.843/10
6 years ago
This was the first multiball game by Zaccaria. I find this rather surprising as it was also Zaccaria's last game off the production line.

The Pros:
A very interesting layout with some really cool shots and features on the PF.

The Cons:
This game doesn't flow. The novelty is really all about starting multiball (hard) and that's about it. Many shots are blind due to the flag targets and while the skill shot/ left ramp is interesting, it is a novelty with little more play than any other ramp. Oh yeah, parts, and fixing the damn thing and manuals in Italian. The artwork is a real airbrushed nightmare.

The Takeaway:
Find this game at a show or in someone's collection. Play it. Now you can say you've played it. I really wanted to like this game more, but it just wasn't going to happen at the show I found it at.
8.043/10
6 years ago
This game is a replay monster!

The Pros:
Another Weyens/Parker masterpiece of pinball americana. This game has so much to do on it, there are so many ways to score replays that it is amazing that all of this has been programmed in to EM tech in the early 50's. Heck I heard the replay "whack" a few times and had no idea how I had scored the replay (1-6 bumper targets were the culprit). Line up 5 balls into the row/column matrix on this game for more specials. The 4 lanes up top when completed will offer specials. Specials, Specials, Specials everywhere. This makes for more strategic planning that most people would consider with a woodrail game. Time invested on this deck is repaid with lots of free games!

The Cons:
I am not a fan of gobble hole pins. This game definitely gobbles most of the pinballs that come into play. This game must have fresh rubbers and good mechs on it, otherwise if falls flat with the quickness.

The Takeaway:
If you like gobble hole replay focused pinball games with incredible artwork, this is the deck for you!

Update:
That 1-6 unlight the pop bumpers IN SEQUENCE shows up again... The gobble holes are so prominent in this game it almost feels like a bingo. Once you "get" the rules, this game shines.
9.166/10
6 years ago
Niagara may be the best "Trap hole" pinball game ever made.

The Pros:
An incredibly balanced game that is deceptively well thought out and put together. The 4 trap holes are all inline and the pop lanes on either side of the center alley are where you will find lots of points. Brilliant artwork on the PF and on the BG means that whether you are playing this game or not, you will always have something to do when this game is in the room. Trapping your first 4 balls into the column of holes means that your entire game has to be planned out and executed before the first plunge even takes place. Light your pops and your specials for big scores and replays!

The Cons:
Getting the ball back up to the top of the PF is no easy task. I hope that your mechs and rubbers are nice and fresh. This design requires it. Find one if you can. VFWpinball.com

The Takeaway:
A game with really good action when properly maintained and cared for. The subtleties of this table are not to be denied.

Update:
Getting the 1-6 bumpers unlit (IN SEQUENCE) is really hard. Getting all center ball holes trapped is easier. But not by much. I had a number of games where the ball landed in the bottom hole and I had to get the ball ALL the way to the top to try to get it to drop into the center lane again. Then the ball drops into the top hole. Getting the second and third balls into their respective ball holes requires some skillful nudging. This game is deceptively good. I love it!
7.827/10
6 years ago
The most racist pinball game ever mass produced.

The Pros:
A decent player. Similar to Mermaid in the sense that raising the gate again will lead to bigger scores. The drops are separate from the actual targets and "hide" into the PF when hit. The artwork is incredibly detailed and the BG in particular is a stunning piece of craft. Gameplay is quick and the layout offers a great choice of shots to make.

The Cons:
I can hear Al Jolson singing "Mammy..." somewhere in the distance when I hit the start button.

The Takeaway:
A fun design that is a social document of what racism was like in the late 40's and early 50's in America.

Update:
The strangest thing about this game is, it is fun to play. An absolute must for the cultural experience as well.

Update:
Social commentary aside. This game is a fun game to play.
7.765/10
6 years ago
Mermaid is a game that takes no prisoners. Serious, it'll drown you faster than Fathom.

The Pros:
This game looks FANTASTIC! The artwork is solid all around. From the BG animation to the school of fish on the PF. Humor and silliness is all over and the mermaids look gorgeous. These are the women that Parker is known for, legs, fins, who cares, they look GREAT! The BG animation is lots of fun and pulling a boot up on the end of a line will always bring a smile to my face. A true challenge to get all the dead bumpers lit (in order) and keeping the ball at the top of the pf is no joke.

The Cons:
Once that gate goes down, YIKES! Yes you can raise it again... IF (and this is a big IF, as in a 1 out of 9 chance) you can cycle the lit PF inserts to the single green one in the center AND somehow manage to roll the ball over that single rollover.

The Takeaway:
A challenging, I'll go as far as to say a punishing game for the player. But I wanted to keep on playing it again and again. Find one if you can. VFWpinball.com
8.986/10
6 years ago
For a game produced in 1950, this game plays decades ahead of it's time

The Pros:
This deck is a Neyens/Parker masterpiece that plays better than some Gottliebs that were made 15-20 years after this one hit the streets. A great layout with more to do on it than one would originally anticipate. The trick is to get the ball back up to the top of the PF as often as you can to light as many pins as you can. Nudging is super important at the BOTTOM of the PF if you plan to keep that ball alive. Make sure to hit that center target when it is lit, but the rollovers on the sides of the pins are as if not even more important to big scores. You have to light up the PF first before it will sing. And the A-B-C lanes at the bottom of the PF mean that you have to skillfully drain out 3 of your 5 balls to make the last one or two balls in play really shine for your specials. Lots to consider with each plunge to make your game the best it can be! Parker's artwork is excellent all around and the PF really does look like a bowling lane.

The Cons:
Finding one in working order. I had to go to the VFW in Ann Arbor to finally play this deck.

The Takeaway:
A great example of simple, yet never easy. A true player in many different ways. A great game and a sign of things to come from Gottileb!

Update:
I love how the bowling pins unlight when you hit them. This game definitely keeps me coming back for more!
9.100/10
6 years ago
Central Park is a classic wedgehead from Gottlieb. It looks, sounds, plays and feels like a pinball game from the 1960's should.

The Pros:
A great layout with a flipper layout that looks deadly, but once you get used to it, makes all of your nudging a skillful part of your pinball game. Great skill shots from the top mean that you have to do less work than you should in just a few shots. Good action and points in the pops are where this game is at. Learning how to REALLY nudge makes this game sing. If done well a ball will rarely go down the middle lanes between the flippers and many balls can be saved from the sides with judicious manipulation of the table. Believe it or not, this game is very safe once you know how to work it. Monkeys ringing bells are way sweet!

The Cons:
The center targets are VERY dangerous. Even at a high value of 50 pts or a special, I stay away from them. This is too bad, because they are front and center... but it is what it is and there is more to do on this game than straight up and down shots.

The Takeaway:
A game that is best described as hard to difficult by most players. However, if you really learn how to nudge this table, it will shine and all of the sudden you will find those nudging skills transferring to your more modern game skillset with the quickness. Play on, experiment with this table and learn from a game like this simply because it will force you to play differently and in the long run, play better!

So, ya wanna play with my monkey?
8.240/10
6 years ago
Aerosmith is the first rock and roll themed pinball game made with the new screen from Stern.


The Pros:
This layout seems to be an amalgamation of Kiss, Metallica with a touch of Indiana Jones. There are some great shots on this PF. The integration of song modes and the animations on the screen is well done. Cycling through songs is well executed and the go-go dancing dude-ladies are hilarious. From what I can tell, you start each mode with a timer and specific shots to make. When you make a certain amount of shots... then the PF lights up to build on the scores from the shots you built during the mode timer. I am still figuring this stuff out after about 10 plays... but the rules for this part of the game in this state of development are really well flushed out. The art package reminds me of an old 60's concert poster. Well played Durty Donnie! Even Stephen Tyler looks good on this table. The new screen is a good indicator of what is happening, and not distracting. The Start of the toys in the attic multiball has the Mustang pass/build strategic decisions that are incorporated into the game play. When multiball starts, very satisfying. The ramps feel GREAT! There is a tiny skip on the center ramp, but it does not feel like the game slows down. I like the elevator multiball as it requires you to shoot both orbits and then the elevator, do it 3 times...

I didn't think that the upper pf had much to do on it, and it doesn't. But this is by design and keeps the ball from lingering too long and slowing the game down.

The Cons:
Grandpa rock is getting old... This can be evidenced by the "Rock n' rollercoaster" at the disney parks in Orlando. The major toys on this game both loft the ball and do not always put the ball where it should go into gameplay. As time goes on... these games will have more issues with the ball making the shots that are completely out of the player's control. I am not very happy with the one way gate for the ball lock that is open on the left side. Lucking into locks... these should be skillfull shots, but at the same time, some luck is to be expected in pinball, I just didn't expect this critical shot to have that much luck in it. I also have an issue with the openness of the left side of the lanes. I have had more than a few balls exit from the pops and head straight into the left outlane without ever having the player touch the ball. And I thought TZ was tough...


The Takeaway:
This game has got some good, and not so good things about it. The good news is that the software is only going to get better. The bad news is that this may still not be able to make up for the flaws designed into the playfield. I'd love to be wrong, but only time will tell what will come out of this design.

LE/;preem addendum:
I didn't think I would like the upper PF, and... there really isn't much to it. However, the design to and around the upper PF is great. Not much time is spent up there and the flow of the game isn't broken by it in a noticeable manner. I was pleasantly surprised by this and have to give John Borg and his team props for making this all work as well as it does. I look forward to seeing more from this table and the S/W dev cycles.

Now if we could just get Lemmy's estate to agree to a Motorhead themed pinball game...
8.664/10
6 years ago
Skyline is a Classic Neyens Gottlieb Wedgehead design.

The Pros:
A great layout with lots of action and skillful anticipation to keep the ball from heading out toward the outlanes. Lots to hit and the top lanes at the top require skillful plunging and nudging from the first ball launched into the PF. There are no inlanes on this deck, so any ball that goes towards the sides is a goner. Advancing the floors gets you closer to specials in the game and also uses BOTH BG animations. Party people, your game is here once those doors open up. Cigar smoking hobos and goosepurses are all the rage on this game! Other than a boring cab, this game has an absolutely STUNNING art package.

The Cons:
This game has to be set up properly or it can play quite long. All the switches on the multi bumper need to be adjusted and paid attention to for best play. Finding a replacement glass may not be easy and is probably expensive. Surviving the PF is the key to high scores.

The Takeaway:
A fantastic looking game that plays great! Find one if you can and enjoy the game.
4.727/10
7 years ago
While not a big fan of BoP, this game, in some ways is better.

The Pros:
A substantially improved ruleset, DMD and music make this package even better theater than it was before. The programmers were kind enough to keep the old roms in the game as well as the new package.

The Cons:
No amount of rules will make this half of a playfield game play better. Still a 2 (maybe a 3 shot) game.

The Takeaway:
If you really LOVE BoP, got for it. but the physical limitations of the PF design will always keep this game from being better than "ok".

Update: With all due respect to the people in Dutch pinball, there is no amount of software that can save this pinball game. Is dominated by a toy that is so demanding on it its efficiency of space that everything else in this game suffers, the as in it sucks. I know some people who absolutely love this game, good for them. But this game sucks. And I don't mean that it sucks a little, it's the worst game by Williams of it's era. No, really. It really, really, really, really-really sucks.

You can't polish a turd... unless you let it sit in the sun for at least 3 days and THEN break out the poop-polish. And even at that point, it's just a shiny piece of dookie.
8.642/10
7 years ago
Astro is the Add-a-aball version of 4 Square. This game is a player that will sneak up on you and make you wonder if that incredible game you just scored was truly earned... or was it just pin-lucky?

The Pros:
Another deceptively simple layout with simple but rarely easy goals to accomplish. What do you expect? It's a game from Master K! Eeeety Beeety Fleeepers make sure that you make the most of every opportunity to get that ball where you want it to be. Hi-Tap it if you dare! The artwork package on the BG is great and the art on the PF is a big step up from 4 Square.

The Cons:
This game must be tuned or "dialed" just right for steepness, fresh rubbers and flipper strength to keep the balance of this game's rules and play where it should be.

The Takeaway:
This game gives as good as it gets. People complaining that this game is too easy have not set up this game as it should be. (pssst, try it steeper) If you can find a well loved copy of this deck. Play it. Now.
7.693/10
7 years ago
Aerosmith is the first rock and roll themed pinball game made with the new screen from Stern.


The Pros:
This layout seems to be an amalgamation of Kiss, Metallica with a touch of Indiana Jones. There are some great shots on this PF. The integration of song modes and the animations on the screen is well done. Cycling through songs is well executed and the go-go dancing dude-ladies are hilarious. From what I can tell, you start each mode with a timer and specific shots to make. When you make a certain amount of shots... then the PF lights up to build on the scores from the shots you built during the mode timer. I am still figuring this stuff out after about 10 plays... but the rules for this part of the game in this state of development are really well flushed out. The art package reminds me of an old 60's concert poster. Well played Durty Donnie! Even Stephen Tyler looks good on this table. The new screen is a good indicator of what is happening, and not distracting. The Start of the toys in the attic multiball has the Mustang pass/build strategic decisions that are incorporated into the game play. When multiball starts, very satisfying. The ramps feel GREAT! There is a tiny skip on the center ramp, but it does not feel like the game slows down. I like the elevator multiball as it requires you to shoot both orbits and then the elevator, do it 3 times...


The Cons:
Grandpa rock is getting old... This can be evidenced by the "Rock n' rollercoaster" at the disney parks in Orlando. If this game has one issue that no amount of software can fix is the SDTM kickout from the elevator.

I DO NOT LIKE THIS. Even with a half second ball saver, this kicker must be adjusted so that the spectrum of the shot is aimed towards one flipper/sling or the other.

The major toys on this game both loft the ball and do not always put the ball where it should go into gameplay. As time goes on... these games will have more issues with the ball making the shots that are completely out of the player's control. I am not very happy with the one way gate for the ball lock that is open on the left side. Lucking into locks... these should be skillfull shots, but at the same time, some luck is to be expected in pinball, I just didn't expect this critical shot to have that much luck in it. I also have an issue with the openness of the left side of the lanes. I have had more than a few balls exit from the pops and head straight into the left outlane without ever having the player touch the ball. And I thought TZ was tough...


The Takeaway:
This game has got some good, and not so good things about it. The good news is that the software is only going to get better. The bad news is that this may still not be able to make up for the flaws designed into the playfield. I'd love to be wrong, but only time will tell what will come out of this design.
9.272/10
7 years ago
Batman 66' is the newest game from stern featuring their new platform.

The Pros:
This game looks, sounds and feels GREAT! While the design is pretty much the old Batman with the upper left hand side of the PF redesigned,it is very well done. The toys interact very well and the different angles of the bash toys at the top of the game mean that the same shots give very different results. Multiball is king, but these rules are in an un-refined state. Still lots of fun to play. This game feels great. Stacking multiballs with major villians is great and where I found my biggest scores. I like this layout better than the original batman. The ramp toy and dead space in the center of the PF are gone now. The music is spot on and this game would be perfect in a tiki room!

The Cons:
While I enjoy the rotating platform that features a rotating platform within it, I just see technical issues and problems in the long run with wear and reliability. The premium is the old pro. Is it just me, or did I not see a wizard mode yet? Only time will tell as I get to know the game better and more updates are released! I had more than a few airballs off the left ramp to the back and right hand side of the game. Those ramp trails have to be habitualized!

The Takeaway:
I thought that The Big Lebowski did a great job of integrating a licensed theme into a pinball game. Stern just stepped it up a notch. Yes... Stern has done a great job with this table. Now, I didn't get a chance to play the LE, but I did get to see one and it looks absolutely stellar! I look forward to seeing more games like this from Stern. Keep up the awesome work guys!

na-na-na-na... na-na-na-na... PINBALL!
7.725/10
7 years ago
I finally got the chance to play this game at Pinball Jones in Ft. Collins.

The Pros:
A well laid out PF in a similar vein as Williams' Joust. There are lots of ways to get the ball over to the other side. The third flipper is placed right in the way of a cross playfield kicker shot and it can be deadly (if the shot is properly set up) to your opponent. The drop target between the flippers reminds me of Diamond Lady in it's setup.

The Cons:
Got A.G. parts? I have not been able to play a copy with the wires on the other flippers (auto flips)... because the operator didn't have the parts...

The Takeaway:
The copy I played didn't have the wires to fire the opponent's flippers. So while I was only able to play a head to head two player game, it played really well. This should be a great table for parties and collectors who like low-run (500) pinball designs. Still not as awesome as two linked NBA FastBreaks (but then again... what is?), but still surprisingly fast and engaging. Find and play one when you can!
6.703/10
7 years ago
Can Crusher is a repackaging of Whoa Nellie. Which is a repackaging by Nordman/Freres that was based on the Gottlieb Continental Cafe layout from 1957. This review is based upon my Whoa Nellie reviews.

The Pros:
This game looks absolutely fabulous. Dirty Donny knocked this art package out of the park. This is a frivolous and fun pinball endeavor that will make players re-think about what older designs are really about. inside pinball jokes (and some blatant ones as well) are all over this table. Since the theme is alcohol, the campfire party with the mobile stabbin' cabin as the centerpiece of this art pax. I also REALLY like the shrooms on the bottom of the backglass. The details and sub-referrences are abound. The Batwing-Peeber can on the side of the cabinet and in the middle of the PF cracks me up! Good news for the SJW feminits! You can FINALLY play this game without worrying about offending anyone other alcoholics (but who cares about them... really)!

The Cons:
The novelty wears off quickly. The Party dude and gal sound quotes are drunkenly bro-noyying. Even when you drain the game can say "play better" and I'm not inspired one bit to do so. I understand what collectors are looking for in a game like this and I'm glad I had the chance to play a game or three, but I would not want to spend the $$$ that this game demands for the amount of game I get out of it. Limited production runs for bars and a $6400.- (ON SALE) price tag is for the ones who REALLY want a PBR pinball game. The head on this game looks cheaper than a Brunswick game bought out of the Sears X-mas catalog from the mid-70's. You can look from the side and see the boards and mechs inside the head standing next to the deck. Someone "might' pop open a can and spray those electrified components on a dare. Just sayin'... this game is fire hazard.

The Takeaway:
Find one if you can and play it. Then you can say you played it. This is one of the most gorgeous art packages ever put together since Gottliebs Canada Dry. Some collectors will search it out. Most will see this as a novelty game as compared to a "real" pinball game. So, relax, play some pinball and crack open a cold one!

Update:
I recently listened in on a conversation about Whoa Nellie from a number of people who had nothing but bad things to say about it.

1) The Price. $6995.-
2) An EM Design that has been "updated" and nothing more
3) Sentences that started out with the statements: "As an alcoholic, I find it offensive." "Who do these guys think they are?" and most telling: "As a Budweiser drinker..."

All valid reasons for the people engaged in the conversation to not (in their humble opinions) play this game. I disagree on all counts.
1) Don't buy it if you don't want to.
2) There hasn't been anything released like this game in decades. For that alone it should be celebrated.
3) Greg and Dennis are two of the NICEST, KINDEST, SWEETEST, HAPPIEST, AWESOMEST pinball people you have ever met. Ever. To hear the PC crowd show nothing but utter disdain for this theme showed me a level of ignorance and self righteousness that I had never seen before directed towards a pinball game and the people who produced it. Ever.

Consider that pinball art packages for as long as we know, have always been heavily influenced by bars and places where people drink... We would not have pinball today, if it wasn't selling alcohol fueled fantasies throughout pinball. Even today... pinball is sold with rock and roll, horror and debaucherous activities. Heck, WoOz has a Dorothy Upskirt shot as she is trying to escape from the flying monkeys. Feel however you want to about this game. I'm still gonna play it, pop open a cold one and enjoy it while I laugh and smile the whole time while I'm doing it.

Update v.2
No visible ball saver on the table. Must keep eyes on scores (eeeety beeety dmd and all). The music on this deck is AWESOME! Best played with friends. A fun table that is just that, FUN!
8.188/10
7 years ago
Silver Slugger is a better game than most would take it for. Admittedly this game is simple. The good news is it is well done.

The Pros:
A BRILLIANT single layer layout from John Trudeau and the street series from Premier. There is not a millimeter of wasted space on this deck. The sounds on this game are sweet. The light show with the flashers is fantastic and the double scoring mechanism of point and runs brings me back to some of the classic Gottlieb EM tables of the early 70's. The shots feel smooth. The shooter lane is above the right orbit shot and the skill shot to the 4 lanes at the top requires soft plunging and nudging with SKILL! The Vari-target is accessible from both flippers and a full shot on it is very satisfying. The Stern (v.1) bar between the lanes keeps the ball moving fast at all times near the flippers. The left outlane is hungry, so keep it lit from the standups. While they are deathshots, the 4 drops need to be hit in sequence for the special when the award is lit. Those baseball robots crack me up.

The Cons:
This game plays great and makes me wonder what JT could have done with more. Locks and multiball seem to come from random awards as compared to skillfully earned shots.

The Takeaway:
A great playing game that reminds me of Alien Star with the criss-crossing orbits to lanes/saucers/targets. While behind in the features of other manufacturers of the time, this game once again shows us how much can be done with good design, simple and balanced rules and solid hardware. Find one if you can and play on!
9.420/10
7 years ago
FINALLY!

A Trudeau game from Stern worthy of the name Dr. Flash!

The Pros:
A truly brilliant and creative playfield from the man who has brought us some of the most creative and classic pinball games ever imagined and brought to the real. When was the last time you played a pinball game with 2 captive balls on the pf? Family Guy/ Shrek? There is only one wide shot on the PF. All other shots are very tight and very dangerous. Shots to the side of the PF give you the Stern (v1) danger bounce at an angle that dips between the flippers. Flying Slimer is a great toy and the mangno-slings add a great deal of lower PF chaos and variability. The Captive ball is well placed by the left standups and the action from it is satisfying as well as non-insta-death right back atcha with a bit of randomness from the curved target. I like this shot quite a bit. The art package is AWESOME! As in psychedelically all over the spectrum. Lots of colors and details to keep you engaged as well as entertained. The cabinet with the Ecto-1 looks great! Drop targets in the middle of the PF are incredibly well placed. True Skill shots that offers 3-6 options to the player that can either be nudged into the P-K-E lanes or sniper shot to the lit arrow on the PF. Suh-wheet!

The Cons:
The "Creech" flipper spacing may cause some collectors to cringe, some players to cower in fear and most operators to celebrate low ball times. I am not sure what to say about the saucer on the right over the right magno-sling. It definitely needs a protector. The video mode is uninspiring, oh well... it's not like a video mode is playing pinball... The quotes from the original movie in 1984 sound a bit muddy. Makes you wonder about the source material... This is one of the strange things about this game. I like the ladder ramp on the right with the 1 way gate at the top better than the quick 270 degree spinning metal ramp shot. It's not bad, I just like the one on the PRO much better.

The Takeaway:
This game has more to do on it than most designs that I have seen in years. The game play is SOLID and ball times are SHORT! While some may lament the magno-slings, this is something that Pat Lawlor did a long time ago to a different effect with The Addams Family. It finally looks like Stern has given John Trudeau the time and resources to create a good game. I know there will be software revisions in the future, but this deck and GoT both feel polished from the get go. I like this game. I like it a lot. This may be his best design since Creech and his most challenging table to date. Dwight Sullivan and his crew of merry pin programmers did a great job with this layout. Take the best from Creech and the best from Congo. Add a bit of switching hands in one of the wiz mode and there you have it. Go out and play this game and enjoy the 1984 retro-awesomeness!

Yes it's true. This man has no dick.

Update:
I FINALLY got my hands on a Slimer LE (Thank you Mr. Davis). The magno slings are awesome and the new S/W updates really bring out the green color in this game's eyes. I enjoy the new don't cross the paths mode and the captive ball on the left and center skill shot become a real priority once you understand how the rules are set up. Modes like Sooper Loops and Stay Puft with a 2x/3x/6x stack are KING! 300 mil a shot is no joke. Starting the correct mode stack means that you have to CONTROL THE BALL AND SHOOT ACCURATELY while the game is playing. I throw up hail marys too, but if I do and start the wrong mode stack, that is my fault. So play better, OK? While some items like the ghost video screen may not be more than eye candy, the right ramp is now even steeper and a real ball lock under the PF is reminiscent of the swamp in TAF. This may be the only Stern (v.2) game that the Preem/LE is worth the price. While not as influential on gameplay as the lower PF... the differences stack up. Especially the magno-slings and their effects on the ball so near the flippers make a big difference in gameplay. I am constantly surprised at how the slings feel "normal" for most of the game and when the inserts are lit/flashing, how much the gameplay changes. Well played Dr. Flash and your team of merry men!

Update v2:
The rules need more balancing. I have seen too many tourney games lost to 3 video modes to respect a pinball game that is won by not playing pinball. The billion point super ramp exploit is possible if you set the game up in a very specific manner. This can be forgiven as it takes true pin-skill to set up and execute... but the video mode needs to be nerfed for points. I don't know if this game will ever be updated as the designer has sullied his name and Stern may not ever want anything more to do with this title again.

Update v3.
This game needs a rule sheet as well done as its layout. Not interested in playing a pinball game where a winning tourney strategy on a wickedly difficult table is crossing the streams 3 times for the win. Winning at pinball, by not playing pinball.

Huh?!?

Unbalanced would be a good word to describe this scoring scheme on this game. So much good stuff in it, but it just isn't a polished rule set. Scores reduced accordingly.

Update v.4:

The new code is much better. This game has finally gotten some love! Scores adjusted accordingly.
9.525/10
7 years ago
Dammit. I'm gonna have to figure out a way to get one now...

The Pros:
This is the best laid out PF that I have seen in a long time. Shots on the lower PF are varied and while at first it looks like a fan, there is enough variety that it doesn't feel like another MB clone. The ramps and orbits are smooth like buttah. The upper PF is great in the ability to stay up top making shots as well as exits and the car bash toy that alters the whole feel of the spot. I am also a big fan of the El Dorado MAUDE lanes on either side of the bowling ball pops which require skillful nudging and timely anticipatory action. Two super skill shots? Why have I never seen this before? The rug rolling back to the drop hole to beneath the PF was a great toy put to excellent use. The display is fantastic. The art package (PF,Cab, Display, Sound and Rug) is GORGEOUS! Voice calls from the movie are spot on and the music is (while not the original soundtrack) spot on and alternates very well between regular and mode play. The integration of theme and rules is great and the "character" of the game is executed in high fashion. The lock shot is solid and the saucer/standups on the lower part of the main PF are well placed. Here's another question to consider: When was the last time you played a pinball game with 3 playable levels? 1982 (Haunted House)? granted there aren't flippers on the lower PF, but the bowling game is very well done and even has different bowling modes/targets that require skillful timing. The lower Pf is integral to the advancement of the game, this is a good thing (and if it fails/ has issues not so good) and makes the entire game seem all the more complete as an entire package. While the big parts of the game are great ther are also many smaller details like the "trampoline" kickback and the white russian drink drops are well thought out and implemented. There's even a bowling pin back by the MAUDE lanes. Love it! Multiball comes and goes quickly and characters can be stacked for a bigger risk/reward experience.

The Cons:
The flippers "feel" different than B/W and Stern. They are strong and shots are easily made. However, certain techniques like bounce passes need to be paid close attention to as the flippers will not react as one is normally used to. The other big thing that didn't work properly was the rug target. It wasn't registering as it should with direct hits. This may be an early production issue or just the copy I played, but it made a big difference in the ability to progress within the game's rules.

The Takeaway:
I have played many games from new/boutique pinball manufacturers over the past few years. None have them have compared to the look, feel, quality, fun and wow factor that TBL has. For a first effort, this game is as impressive as the best that stern has made and quite frankly, the best that B/W made in the 1990's. I am very interested to see what they do with new code and tech fixes. This deck is only going to get better. For me the real test of the game was I played the deck with someone who was not a good player and they walked away from it saying "That game is FUN!" This game will be reviewed further with more play, but I have to admit, I'm hooked!

update v.1: after speaking to the owner, he tightened the fleeper mechs and now they feel nice and sweet!

Update v.2: The rug and the car seem to suffer from switch adjustment sensitivity. Moar adjustments and fine tunings are in order! Rules are still not completely flushed out, but updates are on the way. This game FEELS like a B/W game from the 90's. No other company has been able to replicate this awesome sweet spot until now. Such a treat to play this deck...

Update v.3: reliability is the killer right now with this game. It should be fine at home, on location... history will tell what Dutch pinball will learn from their experiences. I wish them the best in their creations!
7.789/10
7 years ago
Aloha is the first pinball game that I played where I thought from before I even plunged the ball... this game needs to be modified.

The Pros:
This game is gorgeous. Roy Parker may not have done his most detailed work he has ever done, but the art pax is functional as well as filled with grass skirted hula beauties! From the plunge, you have the lights cycling between surrounding the top 3 lanes for your skill shot. Hit a dead pop... your skill shot moves. This may be the best skill/nudging start to a game I have ever seen from this era, and just about any other. A true challenge trying to anticipate where the ball is going to go and how many dead pops it will take to put the lit lane on so your scores from the pops increase.

The Cons:
While there are no outlanes on this table, none are needed. There isn't a space between the 2" flippers, there is a gaping maw of pinball death. Work those slings, because you are gonna use them more than you will use your flippers. Most of the tables had a bouncing post added between the flippers to make the game more "playable". I'm gonna agree with the modification with two thumbs up on this.

The Takeaway:
I'd love to play a copy of this deck with the center post mod, I think that the game would last much longer. There isn't much to shoot for on this table, but saucers and the the gobble hole is always in the middle of the action. That and the gobbler seems to take your ball when you don't want it to, and doesn't live up to it's name when double 100's and the double scores when lit. The game I played had a replay set to 600 pts, so this was 2/3rds of your replay score with one shot. The definition of risk/reward, right there. A great playing game for the era when "tuned". Without the center post, expect ball times to average around 8 seconds per. ball.
9.503/10
7 years ago
This rating is based off of the original EBD from 1981. The only difference I can see with this deck is the graphic on the sides of the headbox. I like the older stencil spray, so... the cab rating is lower.

Eight Ball Deluxe is a damn fine game to play.

The Pros:
A great game to look at. I'm not much for Country music, but that bar on the BG looks like a fun place to be. Margaret Hudson did one of her best packages for this deck. Goerge Christian put together a brilliant game design that outshines his best seller Eight Ball with incredible shot selection and addictive action. 12 drop targets including 4 inlines and a standup that get progressively more difficult the further you go up the shot lane. A 3rd flipper that you actually can and want to use on a PF with no ramps or tunnels underneath it. The amount of skill needed to sharpshoot single drop targets at such a steep angle is no small matter. I love standups behind drop targets.

The Cons:
There isn't one in my basement. How can those pop bumpers shoot the ball back between the flippers so fast from a direct shot? That's 2/3rd's up the playfield and back and it still beats me to the punch! Must work on reflexive twitching skills! A 2 ball multiball with a lock from the saucer is the only thing that I can think of to make this game better. 2x PF scores would be way schweet!

The Takeaway:
If some people think this game is too easy... there are a number of software options to adjust the gameplay with. Steepen it up, wax the PF and put on a new set of rubbers to make this game as fast as you can and see how long your 3 ball games last. true player that has everything in it that a classic Bally has. Great play, great art and the feeling that you always want to go for another game. There seems to be a number of "haters" on this game for various reasons. "This game is a drainer... it was made for for the operators (duh)... it hurts my mangina..." in relation to how this game plays. Well, me belief is that this game is (Warning, Warning... incoming rant... Warning, Warning) ETERNALLY CHALLENGING!!! THIS IS WHAT A MASTERFUL GAME DESIGN DOES... IT GIVES YOU ENOUGH TO KEEP YOU COMING BACK FOR MORE EVEN WHEN IT MAKES YOU LOOK SILLY! SO GET OVER IT AND PLAY LIKE YOU SHOULD! IF YOU PLAY AS YOU SHOULD AND PLAY CONSISTENTLY ON A CHALLENGING TABLE, YOU WILL BE A BETTER PINBALL PLAYER. PINBALL IS A GAME OF LUCK, BUT THE BEST PLAYERS MINIMIZE THIS BY PLAYING WITH SKILL!!!

With this I will leave with the immortal words of Norm from "This Old Pinball" on T.O.P. #4 TOP#4 - "Pinball Ain't Dead, It Just Smells Funny": "SO PLAY BETTER!!!!! (Monkey screeches follow...)"

Rant off... I feel much better now.

Update:
This game rocks. I can see why it was one of the best, most popular and highly produced of it's era. It is a great game from a theme, players and operator's perspective. Before The Addams Family, there was Eight Ball Deluxe!
7.063/10
7 years ago
Iron Man is a challenging game that requires your attention and ability to control the ball at all times. This is not a game for the timid or the flailer.

The Pros: Standard issue fan layout and a few randomizers on the PF make this game look like it's going to be easy... Do not be fooled. This table will eat you up if you are not paying attention. Skill is required at all times as well as patience with your multiball technique. Do or Die lives up to it's name at the hardest shot on the table.

The Cons: Ball times can be incredibly short. I've seen kids run up to the machine and say "Cool, it's an Iron Man game!" They put in their quarters and their game is over in 45 seconds. After getting beat down a few times... they walk away dejected. The art on the BG is overly simple for my tastes. The rules are following the standard Stern ruleset pattern... Lyman... C'mon! Lane-change-anti-skill-shot is a letdown.

The Takeaway: A challenging game that needs to have a ball saver on location, not at tournaments. Some players that I respect LOVE this game. I'm watching them play this table and learning from them. I still don't "get it" yet and think that there are many other more creative and better playing games out there. Even from Stern... TSPP, LOTR, WPT, Spidey, Monopoly, RiBoN, WoF, Elvis, PotC... Or even better, grab a BSD or a Dr. Who to work your pin-fu. Am I making my point clear?

Game depth = System 11 (+1) era.

Update:
This game falls under the Fish Tales category of a great tourney game. It also is fantastic in a larger collection. I had the chance to trade for one and between this NIB game and TAF, I picked TAF. No regrets at all. Both games are great and still easy to find, but man... you really have to be in the right mood for dealing with this table. John Borg did a fantastic job with this deck design. While I am not so hot about the DemoMang-like BG, my eyes are usually on the PF. I also have to respect the shots on this table as missed shots are death. Fortunately, the kicker is not the BBH insta-death angle that we have seen from other designs, but still, stay on your toes. If the ball is ANYWHERE near the left outlane... bump it, nudge it, get it outta there! That side took great notes from ST:tnG/ DM and it will make you look silly on the regular. The rules on this game are not deep, and they do not need to be. Few games have the challenge/fun/frustration balance down like this game. Lastability is good, but you may also have to take a break from it before you throw it down the stairs out of sheer pin-fury. I like this game, but I don't love it. I hate this game, but I respect it. You'd better play well or Iron-mang is gonna play YOU!
8.564/10
7 years ago
When you call your pinball game "Pinball", it had better live up to the name.

The Pros:
A great layout with a solid balance between skill and luck. The lane to the right may be wide, but the sling switches will determine what award you get from the saucer when it is hit. Great shots with a SOLID layout that requires skill and almost STARS like luck to deal with the randomness of the angles, bounces and trajectories of the deck. Ripping the spinner is incredibly satisfying. While the drops may seem to be wide (ala. Williams Grand Prix), the game requires accurate aim and the ability to survive the fall back to the outhole once the shot is made. The scoring is balanced with an emphasis on the spinner when lit. As it should be.

The Cons:
The outlanes are incredibly hungry and if your (aim and) game is not on point, you are in for a short visit in front of this table. The frustration factor with this game is high. Any shot you make will put your ball in danger. Do you have the skills AND luck to survive?

The Takeaway: Bally games from this era are fantastic, and this one (when properly tuned) is right up there with them. Do you like pinball from the late 70's? do you like being humbled by a great game even when you know your own pinball game is on? Think Paragon, Think Phoenix. Think Stern "Pinball".

This game has made my want list.
6.084/10
7 years ago
Af-Tor is a game that I had never heard of. From a company I had never heard of. It was a nice surprise to see at the Rocky Mountain Pinball Showdown.

The Pros:
A crazy layout with a few really interesting design features. Drop targets by the outlanes that can be reset from the 3 banks of drops on either side of the pf. Big loops around the top arch are surprisingly fast. Starting multiball from the right standup is not easy. Starting it from the center standup is a real feat. The pop garden works well and the drop to lock mech reminds me of Andromeda. The plunge into the pf takes a dog-leg left and is not consistent. Keeps you on yer' toes from the start!

The Cons:
This game feels, different, but not always in a good way. The copy I played had a faded BG and stickers on the pops. I think it looks better this way. In other words, the art pax is Constantino Mitchell approved. ACK! I keep on thinking I'm gonna shake the head of the body of this game.

The Takeaway:
An interesting game that I got to play. Find one if you can!
7.714/10
7 years ago
Captain Hook is a game that I have been looking for, for years. Finally got to play a super nice one at the Rocky Mountain Pinball Showdown.

The Pros:
A much better layout than one would originally think. All the shots are well laid out and the upper right hand target feeds to the upper flipper with cross PF shots to drops with standups behind them. WAY SWEET! Reminds me of Defender. The targets on the side as well as the center standups have good angles on them for solid action as well as some risk/reward for the two center standups. The spinner lane is placed perfectly for satisfying spin-tac-u-lar action! The Pirate's chest with the Skull and crossbones on the cabinet are spot on!

The Cons:
The art pax looks like something out of the 70's. The Blue/red split on the pf is interesting, but the artwork is just not that inspiring to me. Fortunately, the game plays better than it looks. It's not quite Cyclopes or Andromeda, but it is better than most of Game Plan's other designs.

The Takeaway:
I think I need some more mileage on this deck to really learn the rules, but hitting the drops and resetting them with the center standups means that this game will make you shoot all over the PF to get the game to give you that big score. Most of the games I played were consistent with the end score, so until I find out all of it's secrets... I hope to see it again and play some more Captain Hook!
7.915/10
7 years ago
Rob Zombie's Spookshow pinball game is a very different table than America's Most Haunted.

The Pros:
This game looks and sounds fan-tas-tic! There are multiple options on the skill shot and many of the "sticking points" of Spooky's first design have been learned from. This game moves the ball around really well. Lots of different tunes and the callouts are (adult mode) are politically incorrect and hilarious. The layout has some really great shots. The orbits and the center ramp in particular feel smooth and flow incredibly well. The lock shot is really tough and the pf kickback will definitely keep you on your toes.

The Cons:
The game has an unusual design that works really well in some ways and in other ways, makes me wonder what these guys were doing with their whitewoods. The upper PF and the Pop layout in particular made me scratch my head. Whenever I got the ball to the upper PF, it hung onto the right rail and went straight down to the lower PF. I need more time on this deck.

The Takeaway:
A great game for Zombie fans. Spooky is learning from their previous designs. Now if they could only get Keith Elwin to design some tables for them... hmmmmmm...

Update:
I got the chance to play a tuned copy at D&D pinball in Tucson, AZ. I played about 15 games and had a blast. This layout is one of the most deceptive that I have played in years. RZ is not your average PF layout. That alone gives it respect in my book. The 1-2-3 skill shot is way sweet and while I am still learning about the rules, I had so much fun playing it that I didn't really care. No stuckies and the upper PF was much better than I thought it would have been. C-H-O-P ball save plays nicely and the 100 switches mode is a real challenge. The "Adult" mode made the theme of the game really shine and added quite a bit to the character of the deck. The video mode was not the best, but if Spooky keeps on making tweaks to this game, I can only see this getting better. I have bagged on this game quite a bit in the past and am happy to say "I was wrong about this table". I love being wrong like this. This pinball package feels like it is Rob Zombie approved!

Scores updated accordingly.

Update v2:
This game was made for the home market. Playing a working copy on site has only happened once out of the 4 times I have encountered it in the wild. Every other time, something is wrong with it and it is broken down. That frikkin' robot loves to stucky balls. Great for home collectors, not so much for people trying to make money with it on location. scores updated accordingly.
8.840/10
7 years ago
Stern Spiderman is a great playing game. I was just not as into it as much as other Stern gmaes. Upon recent review... this is changing. The more I play this game, the more I like it. As Martha would say... "It's a good thing..." and this is a really good pinball.

The Good: Artwork and theme are very well implemented. Bonesaaw! Great shot. Full on Steve Ritchie PF design! The ball does not stop moving until you get to the final wz mode. This game has FLOW! The integration of the theme is one of the best I have ever seen. Stack your modes and THEN hit a multiball for maximum playability. Double and Triple scoring shots are way sweet! This game is a players game and there is lots and lots to do. Stacking is king here and to get your first mode and then your Doc Oc... you pretty much need to hit every shot in the game from the start. The LE version has a rumble motor and the spiderweb flipper guards are perfect for this table. Kudos to Lyman and Co. for the revised (and revised and revised) code. Gary Stern... give this man a raise. Lyman and his like make your good games GREAT GAMES!

The Bad: Sounds are tinny and thin. Maybe turning up the sound will help. Or maybe upgraded speakers? Considering SR did World Poker tour... I thought the Green Goblin would have had drop targets. Movie clips on the DMD are muddy. Hit Doc Oc over and over and over.... The ramp from the upper right flipper either is super smooth or I just can't seem to hit the damn thing.

The Takeaway: A great design and a real players table. It took me a long time to "get" this game. Playing with some other pin-heads who I respected made me see even more great things about this deck. Sometimes the games can be long, but that's not always a bad thing. The best Stern games in my eyes: TSPP, LOTR, AC/DC and then Spiderman, WPT, Tron , Ripley's, after that, a bunch of games lumped together including: Monopoly, Family Guy, Iron Man, Avatar and X-men. The rest... I forget.

Update:
The more I play this game, the more I like AND respect it. This deck is a true player!

Update v2:
At the world championships I witnessed Jorian Engelbrektsson (Former PAPA champ and current world champ for 2014) utterly destroy this game with over 400 million on the first ball by hitting Doc Ock over and over and over and over and over and over and over and over and over and over... This qualifies as an exploit to me and after having played this game with that strategy (and having found it successful), I have to significantly reduce the scores on gameplay and longevity. This is a good game, but not a great one and because of that, it joins the ranks of Medieval Madness and just about every game JPop ever produced. It's a damn shame too. Can I still play this game for fun... yes. But when the win is on the line... I'm shooting for Doc Ock again and again and again and again and again and again...

So disappointing. This game is off the wishlist.

VE Update:
I stepped up to the "new" version of this table and for a game design that is 10 years old, it plays really well. The comic book art package looks spot on and the only gripe that I have with the "new" game is that when I hit the right ramp, I have had the ball knock on Sandman's left elbow and head back down the PF towards the flippers. A plastic shield over the top of the ramp should do the trick. The wider magnet in front of Doc Ock looks and works great and keep the PF wear down to a minimum. The new animations look great and the callouts and muzic are spot on. I like this version of the game BETTER than either of the previous ones. Now that I have gotten over myself and played more of this game, it's great when you play the entire game. Can you still Doc Ock all day? Yes. But double/triple the right ramp and hit super hero... big points! This PF design just FEELS right. I still wish there was more to do with the shot under the upper right hand flipper, but man... it is really hard to find much fault in this deck. I like this game a lot and have re-upped my scores on it's rating.

Spider Pig!
Spider Pig!
Does whatever a spider pig does!
Can he swing from a web?
No he can't
He's a pig
Lookout!
He is the spider pig!!

- Homer Simpson
9.320/10
8 years ago
FINALLY!

A Trudeau game from Stern worthy of the name Dr. Flash!

The Pros:
A truly brilliant and creative playfield from the man who has brought us some of the most creative and classic pinball games ever imagined and brought to the real. When was the last time you played a pinball game with 2 captive balls on the pf? Family Guy/ Shrek? There is only one wide shot on the PF. All other shots are very tight and very dangerous. Shots to the side of the PF give you the Stern (v1) danger bounce at an angle that dips between the flippers at an angle once a ball is careening out of control. Shots go SDTM from the top lane if not anticipated correctly. At first I didn't know what to do with the super tight right ramp. I thought I'd hit it solid and then the 1 way gate (I didn't know it was there) kicks the ball back to the drop to the right saucer. A great utilization of 2 directions on the same ramp. Something I have come to expect from John after the 3 way staged ramp on Mustang came about (based on the 2 way ramp from Creech). The Captive ball is well placed by the left standups and the action from it is satisfying as well as non-insta-death right back atcha with a bit of randomness from the curved target. I like this shot quite a bit. The art package is AWESOME! As in psychedelically all over the spectrum. Lots of colors and details to keep you engaged as well as entertained. The cabinet with the Ecto-1 looks great! Drop targets in the middle of the PF are incredibly well placed. True Skill shots that offers 3-6 options to the player that can either be nudged into the P-K-E lanes or sniper shot to the lit arrow on the PF. Suh-wheet!

The Cons:
The "Creech" flipper spacing may cause some collectors to cringe, some players to cower in fear and most operators to celebrate low ball times. I am not sure what to say about the saucer on the right over the right magno-sling. It definitely needs a protector. The video mode is uninspiring, oh well... it's not like a video mode is playing pinball... The quotes from the original movie in 1984 sound a bit muddy. Makes you wonder about the source material... I also have to note that the game I played did not have a working slimer. I will make sure to pay attention to this when I get to play another copy.

The Takeaway:
This game has more to do on it than most designs that I have seen in years. The game play is SOLID and ball times are SHORT! While some may lament the magno-slings, this is something that Pat Lawlor did a long time ago to a different effect with The Addams Family. It finally looks like Stern has given John Trudeau the time and resources to create a good game. I know there will be software revisions in the future, but this deck and GoT both feel polished from the get go. I like this game. I like it a lot. This may be his best design since Creech and his most challenging table to date. Go out and play this game and enjoy the 1984 retro-awesomeness! I can't wait to get my hands on the LE/Preem!


Update:
The rules, THE RULES! They need some refining. Will we see an update? who knows. But bug fixes and some refinement and balancing of this game is definitely needed. Scores adjusted accordingly.

Update v2:
The rules need more balancing. I have seen too many tourney games lost to 3 video modes to respect a pinball game that is won by not playing pinball. The billion point super ramp exploit is possible if you set the game up in a very specific manner. This can be forgiven as it takes true pin-skill to set up and execute... but the video mode needs to be nerfed for points. I don't know if this game will ever be updated as the designer has sullied his name and Stern may not ever want anything more to do with this title again.

Update v3.
This game needs a rule sheet as well done as its layout. Not interested in playing a pinball game where a winning tourney strategy on a wickedly difficult table is crossing the streams 3 times for the win. Winning at pinball, by not playing pinball.

Huh?!?

Unbalanced would be a good word to describe this scoring scheme on this game. So much good stuff in it, but it just isn't a polished rule set. Scores reduced accordingly.

Update v.4:

The new code is much better. This game has finally gotten some love! Scores adjusted accordingly.
8.583/10
8 years ago
The latest Steve Ritche game from Stern just came out and it now has an upper PF. This table layout was good before. It's a fantastic layout now.

The Pros:
An incredibly smooth layout with great shots and a ruleset that even in it's earliest incarnation shows a great deal of thought and creativity. Two types of stackable shot/pf multipliers as well as a Dr. Who like House choice that alters the rules to your own style of play and strategy. Granted that this will probably be sussed out by tourney players who will find the best scoring choices and exploits, but from what I can see from the game so far, the "alliances" add layers to the strategies and tasks at hand. Building up gold and getting to buy/pass on awards is an interesting ruleset, but you have to be lucky enough to have the game give you an award you want to buy. This will probably be refined in tourney settings as well. The battering ram is a dangerous shot that really has to be nailed to register. I recommend saving this up for multiball/ ball saver play. The art pax looks solid, the PF is really well signed and the lighting does a better job of guiding the player to the shot that needs to be made next better than any game I have ever seen. The shot multiplier is noted on the bottom of the DMD and guides the player to work as many combo shots as they can without denying multiple shots to the same ramp/lane in a manner that is subtle as well as easily noted. Granted this may not be something you can pay real attention to when playing a hectic multiball, but it is always there when you need it. The Sword lock works incredibly well and the center ramp flows when it needs to without hinderance, and it traps the balls smoothly and efficiently when it should. The Extra ball and mystery shot are now at the right orbit instead of the draco shot. I'm also a big fan of the wall multiball indicator arrow on the PF. Now the biggest difference, the upper PF. At first I thought it would be slow with big flippers, but it plays really well and the two exits at the top of the PF as well as the bottom exit mean that this game plays fast all over. Times on the upper PF (NOT WWE) are short and there is even a Trudeau/Norris loop in the upper left hand side of the layout for a touch of flow. Combined with house modes and multiball goals, gameplay looks like it will incorporate both PF's at once many times during a single game. The light show on this game has been "colorized" to reduce retina burn during the start of Blackwater Multiball (it's christmas time!).

The Cons:
The game killscreened me and one other player during the evening's play. In my case I was just about to start Blackwater multiball and the game reset during a 4 player game. Yeowtch! I know that this is the first iteration of software for the game, but fatal errors during operation while the game hits the street? Hooo-wee! Dan already had an update that he was going to put into the game, but this game shipped with software that wasn't stable. The Dragon lane has the tendency to let the ball drift SDTM from the post lock in particular. Yes, it's another fan layout... The video mode. How do you play this thing? (OK, ok... I need some more miles on this table). The dragon is an interesting little toy, but the wow factor is not there for me on this flying lizard. The throne itself (might have been the copy I played) barely coughed out the pinball into the pops like an octegenarian coal miner. This layout may need to be seriously nastified for the top tier players. Video mode = meh.

The Takeaway:
After getting to play the LE/Preem, it is similar to AC/DC where you just can't live without the extra PF. Star Trek, you could do the pro and be quite happy, but the extra game in the upper PF makes a huge difference and requires multi PF control and play. Stern has another winner on their hands and Steve Ritchie has proven himself once again as "The King".

Sidenote: This is just my opinion, but I also have to say that while I love Steve Ritchie's games, he also has the benefit of a much longer production cycle than the other designers at Stern. Both KIZZ (H-D V2) and RassleMane-yuh are games from great designers who had to put out quick designs and came from the Premier/DE design cycles. Now while they can put out designs quickly, don't they deserve the respect and time to create the quality games that Steve is afforded. I understand that the business requires that the production line keeps moving. I get it, but I would rather have quality over the spinning wheels of quantity any day. Would this the be opportunity for a other designers to come to Stern and create new games? Would Stern be able to hire outside freelancers? Who knows? But I can tell you this. If Stern keeps releasing games of the quality that Steve Ritchie has been able to consistently produce with EVERY title, that would be the best for everyone involved, wouldn't it?


Update:
This game has stood the test of time and in some ways that is good, others... it's ok. The good, a relatively simple game to operate that makes money on location. The most complex mechs are a 3 bank of standups, a 3 ball lock sequence and a newton (butt-plug) battering ram. Where this game really shines is the code. A simple layout with 5 lanes and 16 shots total. There is a lot to do with this fan layout. Now here's the kicker. The pro is a better playing game than the LE/Preem to me. The upper PF on this game is a fan layout above a fan layout. And while the loop shot in the upper left is interesting, the upper PF is not that well integrated/utilized in terms of the ruleset of this table.

The code itself is another interesting aspect of the game. In competitive play, you mostly see Martell chosen. Even with the drawback of the choice of the house, the add-a-ball whammy to multiball play once per ball is SO POWERFUL, that most players feel like they have to choose this strategy. Every once in a while, tyrell or even baratheon (for a quick trip to hand of the king) will be chosen. Even more rarely, a truly brave player will choose greyjoy... but you NEVER see ANYONE choose Lannister or Stark. That's 1/3rd of your initial choices are out the door. right at the first plunge. Are there 6+ ways to play the game, sure. But competitive players will choose the one that will give them the best chance for a strategic win. Martell, all day long.

Is this game a success, yes. It is a great playing game with deep and complex rules that operators will collect with and tourney players will challenge themselves with.
7.970/10
8 years ago
Super Orbit is one of the Gottleib SS "Remakes" from 1983.

The Pros:
A sublime and incredibly well balanced playfield layout belies the challenging nature. Bonus collect means that the game never is won and you are always striving for better scores. They took a page from Bally's book at the time and made it their own! While each copy of this deck will play differently, when you find the "sweet spots" of this game's shots, it sings like few others. While the game looks sparse, the interplay of the PF layout is incredible. Think Big Brave. The spinner is fun. The skill shot is very valuable. The vari-target is all about risk/reward being the most on this game in both aspects. Skill and accuracy is required in many forms all over the PF.

The Cons:
This game doesn't look that great to the eye. Not exactly the most exciting art package out there. This table MUST be properly maintained and kept with fresh rubbers. IF this game isn't cared for, it can get boring, fast.

The Takeaway:
This design is not for the timid. When it was released, this game had a hard time competing against Bally and Williams designs of the day and requires a certain "appreciation" for it's qualities. There is a fantastic combination of older and newer technologies on this deck. Learn this game and reap the rewards. Light that double bonus and collect from the top gate. Rinse and repeat! Easily said, rarely easily done.
8.780/10
8 years ago
The latest Steve Ritche game from Stern just came out and Dan Gutchess had an unboxing/beta testing program. I was fortunate enough to play a few games on this new deck!

The Pros:
An incredibly smooth layout with great shots and a ruleset that even in it's earliest incarnation shows a great deal of thought and creativity. Two types of stackable shot/pf multipliers as well as a Dr. Who like House choice that alters the rules to your own style of play and strategy. Granted that this will probably be sussed out by tourney players who will find the best scoring choices and exploits, but from what I can see from the game so far, the "alliances" add layers to the strategies and tasks at hand. Building up gold and getting to buy/pass on awards is an interesting ruleset, but you have to be lucky enough to have the game give you an award you want to buy. This will probably be refined in tourney settings as well. The battering ram is a dangerous shot that really has to be nailed to register. I recommend saving this up for multiball/ ball saver play. The art pax looks solid, the PF is really well signed and the lighting does a better job of guiding the player to the shot that needs to be made next better than any game I have ever seen. The shot multiplier is noted on the bottom of the DMD and guides the player to work as many combo shots as they can without denying multiple shots to the same ramp/lane in a manner that is subtle as well as easily noted. Granted this may not be something you can pay real attention to when playing a hectic multiball, but it is always there when you need it. The Sword lock works incredibly well and the center ramp flows when it needs to without hinderance, and it traps the balls smoothly and efficiently when it should.

The Cons:
The game killscreened me and one other player during the evening's play. In my case I was just about to start Blackwater multiball and the game reset during a 4 player game. Yeowtch! I know that this is the first iteration of software for the game, but fatal errors during operation while the game hits the street? Hooo-wee! Dan already had an update that he was going to put into the game, but this game shipped with software that wasn't stable. The Dragon lane has the tendency to let the ball drift SDTM from the post lock in particular. Yes, it's another fan layout... The video mode. How do you play this thing? (OK, ok... I need some more miles on this table). The light show on this game is SO powerful that epiliptic fits will be attributed to playing this game (AFM Saucer MB on steroids!). The dragon is an interesting little toy, but the wow factor is not there for me on this flying lizard. I also do not care for wall multiball being started from the dragon shot with only a small text cue from the DMD. This layout may need to be seriously nastified for the top tier players. The video mode, not a fan of it.

The Takeaway:
I was prepared to be disappointed by GoT pro. The upper PF looks way sweet and while I can't wait to play the LE/Preem... I can say that the pro is a great game unto itself. It's a winner! Will the LE/Preem be similar to AC/DC where you just can't live without the extra PF? I don't know, but what I do know is this. Stern has another winner on their hands and Steve Ritchie has proven himself once again as "The King".

Sidenote: This is just my opinion, but I also have to say that while I love Steve Ritchie's games, he also has the benefit of a much longer production cycle than the other designers at Stern. Both KIZZ (H-D V2) and RassleMane-yuh are games from great designers who had to put out quick designs and came from the Premier/DE design cycles. Now while they can put out designs quickly, don't they deserve the respect and time to create the quality games that Steve is afforded. I understand that the business requires that the production line keeps moving. I get it, but I would rather have quality over the spinning wheels of quantity any day. Would this the be opportunity for a other designers to come to Stern and create new games? Would Stern be able to hire outside freelancers? Who knows? But I can tell you this. If Stern keeps releasing games of the quality that Steve Ritchie has been able to consistently produce with EVERY title, that would be the best for everyone involved, wouldn't it?

Update:
This game has stood the test of time and in some ways that is good, others... it's ok. The good, a relatively simple game to operate that makes money on location. The most complex mechs are a 3 bank of standups, a 3 ball lock sequence and a newton (butt-plug) battering ram. Where this game really shines is the code. A simple layout with 5 lanes and 16 shots total. There is a lot to do with this fan layout. Now here's the kicker. The pro is a better playing game than the LE/Preem to me. The upper PF on this game is a fan layout above a fan layout. And while the loop shot in the upper left is interesting, the upper PF is not that well integrated/utilized in terms of the ruleset of this table.

The code itself is another interesting aspect of the game. In competitive play, you mostly see Martell chosen. Even with the drawback of the choice of the house, the add-a-ball whammy to multiball play once per ball is SO POWERFUL, that most players feel like they have to choose this strategy. Every once in a while, tyrell or even baratheon (for a quick trip to hand of the king) will be chosen. Even more rarely, a truly brave player will choose greyjoy... but you NEVER see ANYONE choose Lannister or Stark. That's 1/3rd of your initial choices are out the door. right at the first plunge. Are there 6+ ways to play the game, sure. But competitive players will choose the one that will give them the best chance for a strategic win. Martell, all day long.

Is this game a success, yes. It is a great playing game with deep and complex rules that operators will collect with and tourney players will challenge themselves with.
3.636/10
8 years ago
Gin is a table that is as simple as it looks.

The Pros:
Good lanes back to the top. The art package is great. One of Christian Marche's better illustrations and cab designs.

The Cons:
This table is so simple that after a few balls, I'm bored. Spinners on the lanes to the top would be nice. Was CC just so concerned with the BOM that they cheaped out the play in the game?

The Takeaway:
Chicago Coin makes incredibly simple games. It is what it is. If you like simple pinball games, this is a great table to play. If you want something more (as in, just about anything more) you will want to look elsewhere.
6.364/10
8 years ago
Flying Chariots is a prime example of a game that needs to be operating in tip-top shape for it to be fun. The copy I played was not.

The Pros:
It's a Gottlieb design from 1963. Even in the less than ideal state I found this game in, the game felt solid and the mechs were cispy. flippers and pops got the ball all around the table with great speed. The center lane can be "climbed" with good side to side nudging. Scoring a "Mystery Score" is always satisfying.

The Cons:
The rubber set on the game I played was dull and not bouncy at all. This game fell flat on it's face without it. The sides of this table a frikkin' brutal. Ball control is more chance than on just about any game I have ever played.

The Takeaway:
This rating is based on playing a less than ideal (fully functional) copy with a rubber set that was a few decades past it's due date. This rating will be updated when I get my grotty mitts on a better copy of this deck.
8.604/10
8 years ago
Full Throttle is the first game from Heighway pinball and I got the chance to play it at PinBurgh and talk to the programmer Brian Dominy about it at length.

The Pros:
A fantastic game out of the gate for a new manufacturer. The layout is solid and while it is a widebody, it feels fast and flows incredibly well. There is no upper flipper on this game and unlike most widebody games, it doesn't feel like it needs it. The digital skill shot is fast. The shots are fast. The flippers send off fast shots all over the design. I really like the inner PF loop to the left out/return lane. The ramps are truly a thing of beauty, fast and flowing. The saucer is not a gimme shot. It is 3/4ths the way up the PF and just off center. With a dozen shots (and then some) around the PF, this game is a shooter, yet none of the shots feel like they are too tight or too wide. The ruleset is not the deepest (by design). This has allowed the programmers to focus on balance and the fine tuning of the way the PF as much as they can as compared to not being able to match up manufacturing and software dev. cycles.

The Cons:
Will there be technical issues, yes. This is their first game and just like JJP, there is an experiential learning curve that cannot be overcome by any other way other than learning from your mistakes. The spinners were originally designed to pop up out of the PF, but due to reliability issues, they were left to be flat to the rest of the PF. They don't have that much surface area to affect the path of the ball with, but I agree with the decision to go with reliability first. The left hand in/outlanes felt "tinny" and while this isn't bad, it was the only part of the PF that didn't feel right.

The Takeaway:
A fantastic first game from a manufacturer that does what they say they will and releases a solid product! Play on pinball players. I like this game quite a bit and will update it again when I get some more mileage on it. Looking forward to the journey!

Update v1:
Colorado has this game on location at The 1up Blake Street. After getting some "alone" time with this game a few things have come to light. The rules rock. Brian Dominy an Co. have put together a ruleset that is challenging and will keep you reaching for more as you get to know this game. I ended getting all 5 multiball modes finished and then got the mini-wiz mode, but i had not played the 5 multiballs that well... so... I need to play better. The stackability of this game is fantastic. You are required to shoot all over the PF to get the lane/ramp/target modes running and when you get one going, you can get more while in your lane/ramp/target modes to add to your multiball and get even bigger scores with more options on the PF being lit simultaneously. Most righteous.

One thing I felt on this copy that was strange was the flippers seemed to shoot "early" as compared to B/W and Stern bats. Took a bit of adjustment, but the shots are still there. The second thing that seemed to happen is that if the shot wasn't in the sweet spot of the orbit/ramp, many times the ball would rattle part of the way up the shot and then slowly head down towards the flippers. Having made the shots smoothly before, I know this may be the "early-ness" of the flipper setup, but more likely, it is my inability to adapt quickly to the setup and play better. While this table does not have nearly the amount of ball traps on it as America's most Haunted did, there are a few spots that still are not as smooth as a Steve Ritchie game. The left hand lanes are perfect examples of this unfinished feeling. They work as they should, but the far left metal guide has to be adjusted to really get the feeling of polished smoothness. This is especially important for the inner loop to be an effective shot. You should not have to worry about making a successful shot and then the ball bumbles into the middle outlane on a foul bounce. That's that EM's do. HA! Valentino does not seem to do much, but then again neither does Homer Simpson in TSPP.

One other thing I noticed was that the screen in the PF was (let me know if this is right) showing the same information as on the BG. You would think that I would only look at the screen on the PF, but for some reason or another the tach skill shot was much easier for me to hit when I looked at the upper screen. So that's what I did. I also really liked the rock and roll music on this deck. Fast, fun and gets your blood pumping. I may have to buy the album. This game is the BEST first effort that I have seen in recent years from a new company. I am VERY much looking forward to playing Alien(s) when the game is released and in the meantime... I'm gonna gits me some mileage on this table. Well done Heighway Pinball!

Update v.2:

The more I play this game, the more I wonder about the angles of the flippers. They are shallow. This requires quite a bit of adaptation as this single detail means that the shots "feel" so much different than most pinball games. Backhand shots become easier, and forehand shots, much trickier. In some ways playing this game with a flowing shot mindset makes more sense. A control/trap mindset is a much different proposition. Will I get to play a copy with a lowered angle on the flippers? I might have to, because playing this game feels harder than it should be, just to make the shots. Scores adjusted accordingly.
8.198/10
8 years ago
I got the chance to play this deck at Lyons Classic Pinball after Kevin Carroll took me to the side and asked me "Have you ever seen this?" I had not. AUTOMATIC GOOD DAY! Thank you LCP.

The Pros:
A fantastic game play mechqnism that dominates the table. Considering this was 1962, this deck is incredibly advanced in it's tech. With nowhere to trap a ball, your reflective aiming skills will be put to the test. Great action up top that is kicked off with a great skill shot to the top lane that advances your gobble hole scores and lights the pops. The center rotating target is incredibly dangerous and necessary to get a good score. The layout is well done and you can string the inserts in a single shot to advance your gobble scores during play. The outlanes can be shimmied to get the ball to climb out of them. SKILLS!

The Cons:
The "outlanes" are hungrier than on about any game that I have ever played. Straight from the top arch into either lane is not uncommon. I don't care for gobble holes.

The Takeaway:
A great playing deck that has as much to shoot for as there is to avoid with game features. If you are playing for points in a tourney, you will play this game much differently than you would if you are playing for credits. Getting the gobble hole to 300 points may be worth losing a ball for in tourney play, but if you advance to the special... oh well. A great playing game that I look forward to getting to know much better.
4.228/10
8 years ago
Bo Bo is a game that needs to be fresh and crispy to play as it should. The game I played was not. I am rating the game with the experience I had with it. Please note that I will update this rating after I get to play a better working copy of this game.

The Pros:
An interesting PF layout from 1961 that does not have a gobble hole. The flipper layout is great for defensive nudging and most of your balls will be lost out the sides. The 1-4 in order sequence is tough. If you are lucky, you might get the numbers at the rollovers at the top of the PF. Getting all 6 in order, I tried... never did it. The cabinet is great for holding beers and sagrits. The metal legs on this table are post modern and then some. Work the slings as much as you can to gits that ball up the PF.

The Cons:
Clowns are creepy. Bo Bo looks like he drives a large white van with the words "Candy Inside" painted across the sides. The copy I played was tougher than tough. It was truly brutal. didn't help that the flippers were weak and mal-adjusted. If I find a better playing copy, I will update scores after reviewed gameplay.

The Takeaway:
If you want to work on your nudging skills, here is your game! This game NEEDS to have fresh rubbers, strong slings and flippers. For a game that is this open and of this vintage, the more you can do to get to the top of the PF, the better.
4.448/10
8 years ago
I don't like KIZZ, the band. Yes... it's almost as bad as Metallikuh for me. But hey, that's me. Let's get to the game.

The Good: John Borg is the most prolific pinball designer of this generation. For Real. I feel so lucky to have such a talented, hard working and successful pinball creator in my world. It's kind of crazy, Steve Ritchie makes the magnum opus every 18 months, John Trudeau spins the creator's wheel and makes games off his cuff about every other day. And then... in the middle, Borg. Well Played, John. Imma gonna gits a play or 17 on TFTC now. This layout is a winner. The randomixer under Gene's tongue does it's job VERY well. The Starchild ran miniPF will need some good old fashioned EM nudging skills, That's a good thing as Martha would say. This layout is SOLID. The K. O'C art pax is great when it isn't photoshop hairs on Paul Stanley's chest. The Demon's multiball is very well done and reminds me of Whitewater for qualifications/locks. I like the song/city cross selection. I am VERY curious to know how this will be implemented in future S/W iterations. Hitting the KIZZ drops to light the ball save on the left outlane is a great addition to gameplay. The standup at the mouth of the starchild target fan makes that part of the PF play better. The color coded mode lighting is well done.

The Bad: Skill shot? Where? The Starchild fan with the S-T-A-R targets and the saucer will require attention during play as it is not a consistent shot. The Demon (depending on the individual table and setup) has a nasty habit of spitting the ball down between the flippers if not properly set up. The music which this game is built around is BORING! That and Gene Simmons is a dick to someone unless he has a use for them. The "licky" animations make me nauseous. Rolling Stones, Metalliker and now this?!? I'm gettin' sick of these weak-deek rock n' poseur pinball themes. You know Aerosmith is good for a non threatening power-ballad or 7. Poison? Limp-deek Bizkitz? Ohhh wait... I heard Warrant is on a comeback tour with Great White. How about some Winger?!? Hold on. I got it. The next Stern music pinball game is NICKELBACK!!! Sorry Stern Marketing gurus, good Rock and Roll is not about the musical lowest common denominator. It's about the music, man... (Say it like the Dude).

The Takeaway: A great layout and PF design. Lots of good pinball awesomeness to built a great ruleset upon. The KIZZ ARMY will buy lots of them as KIZZ KAZZKETS are much more expensive and this game will be much cooler to be buried in. For all the extra "features" that this LE/Preem has. Is it really worth the extra $1600.- to $2800.- more as compared to the pro?!? This game needs more S/W development. And while I have bagged on games before (WWE, sorry...) for this. I am trying to understand and be more fair with the S/W dev cycle. IF this game gets the treatment that 'Tallikuh and AC/DC got (and I can't imagine it not getting it)... Music pinballs may be in style for quite a while. I will be coming back to this review as the software is completed and refined.

So... Where's my F'n MOTORHEAD pinball game?!? Warpig Wizard mode, anyone?


Update: With the first iteration of the software update I was hoping to like this game more. Instead, the mileage has shown the flaws of the game even more than I had feared. The worst being that this game layout is a re-hash of one of my least favorite Stern V2 games: Harley Davidson. The features may be a bit different, but the shot layout is pretty much the same with only difference being a steeper and narrower ramp on the right to make room for the center ramp. I still think the randomizer under the demon's tongue is well designed. I like the levitating ball on the Starchild MB start. Other than those two things I just mentioned... all of those nice things I said about the layout on this game. I take them all back.

This

is

not

a

good

thing.

The modes have been flushed out a bit more, but tweaking will still need to be done. If the programming team can pull the rabbit out of the hat, I'm all for it. But I'm not sure ANY amount of tweakulage can save this lackluster, uninspired and REHASHED poorly designed playfield. I admire John Borg and may have to give him a pass with his production cycles, but please... re-work and refine a layout like Tales from the Crypt instead? Just a thought. So here's to hoping for the future and listening to pinball with headphones turned up loudly enough to block out the din of sub-standard 70's Crotch-rock.

If we have to do 70's music, I'd rather have a Captain and Tenille pinball game. Muskrat Love Multibawl would be something to look forward to on the way to Love will keep us together Wizard mode. When you match, you get a Captain's hat. If you don't match, Toni divorces you. So dark...

Update:
With a bit more mileage I have found that combos are king on this game. This one s/w feature alone has brought new interest and respect to this table for me. Every major mode/ award/ jackpot shot on this table (even in wizard modes) can be doubled. This means you can reap massive rewards for ANY shot during gameplay. Your ability to claim accurate on the fly shots WILL be the difference between a good game and a great one. To whomever directed/put this code into this table, maximum respect. I am still not a fan of the layout and while great rules make a huge difference, even this one... while making this game more playable, can only do so much as far as the layout, theme and (what some would call) music that this deck is all about. Is it better? Yes. Will it ever be AC/DC, never. Scores updated accordingly.
8.112/10
8 years ago
Special Force was a game that I had looked for, for a long time. Thanks to Mr. Ron Schuster in PA, I finally got my hands on a copy.

The Pros:
A great layout with lots to shoot for. The classic Bally build/collect bonus scoring scheme is well implemented here and is part of the multiball qualification process. Multiball rerquires shots to be made all over the PF and when collected builds the "escape" bonus during multiball. Using the rockets to drop the drop targets on the respective sides of the PF adds to the strategy of the game. Do you want to use the rockets? Do you want to save the rockets? Decisions, decisions... The helicopter ramp is a great idea that uses the saucer as a randomizer for the ball's path as it drops back onto the PF. It's a really cool idea that I don't recall ever seeing in any other game. The layered plastics of the jungle make for an amazing effect and the vacuum formed ramps give us an idea of things to come with Blackwater 100. The Centaur outlane gates mean that nudging is still in fashion in late 1986. I heartily approve! The rules on this game are what will keep you coming back. Considering this is Nordman's first design, I am thoroughly impressed with it.

The Cons:
The cheapo black bally cabinet blows. I'm not a big fan of the theme and while I like the effect of dropping bombs on the thatch roofed huts... it bums me out. What can I say, I don't like the smell of napalm in the morning. Other than the helicopter blades, the sounds on this game are super cheesy. The BG is not my favorite, but then again it could be worse. It could be Special Teeny Weenie Bikini Force. I mean, Special Force Girls. Yes... that game exists.

The Takeaway:
A much better game than most would give it credit for. Not the best looking or sounding table, but this game has it where it counts: IN THE GAME! They can still be found for cheap and when set up properly, offers challenging and strategic play. I may have to put this one on the want list!

Update:
This game has flashbacks. It's been into the heart of darkness and seen some up to your eyeballs deep-ass shit. The rules on this game are better than most will ever find out and despite what many will say for it's vintage, is quite the player. I like how the helicopter ramp drops the ball randomly at the entrance of the ramp. in fact, this may be one the the best randomizers from a successful shot, ever. Using the rockets to drop the controllable targets is a great way to add strategy to gameplay. Multiball is awesome (and short) and when you give this game some time, it will show it's gameplay quality to you. I still gotta find one of these things for the collection.

Update v.2:
Learning how to use the bombs makes progress in this game safer and more strategically minded. This game is better than most will take it for.
6.039/10
8 years ago
Space Team is a game that is so rare, I hadn't even heard of the manufacturer until I played this deck!

The Pros:
A unique layout with Blackwater 100 like ramps up either side of the table. INCREDIBLE sounds come out of this pinball game. Comparable with TX Sector and in some ways superior. A very interesting lock mechanism and the kickback shoots the ball all the way around the table to feel the right flipper from the left outlane. I didn't see it at all the first time it happened! The artwork is good and definitely not American. The play is fun and even though the ramps are hyooj... solid shots are an absolute must. This game is FUN!!!!

The Cons:
Tecnoplay only made 5 games in the late 80's. Find one if you can. Be wary of a purchase and I wish you the best of luck with finding parts! Plastic is all over this game. I can't imagine what it must be like to try and find parts. Any parts. At all. Anywhere.

The Takeaway:
A great playing game that offers a different approach to pinball. I like it. I like it a lot. Big ups to Ron Schuster for sharing his barn and this part of his collection with me. I may have never even seen this game if it wasn't for his generousity.

Update:
I found another copy that works at the VFW. It played and I really didn't dig it. The shots are fun, but damn... it just didn't come together for me. Too bad really...
6.877/10
8 years ago
Fashion show is all about the big center score spinner.

The Pros:
The big spinner that advances 20-100 points and features a "Mystery Score". The Roy Parker art pax is incredible, esp. the playfield. Pure nudging awesomeness will greet you at the top arch into the lanes. Good action in the pops is always a good thing.

The Cons:
This game features the widest space between the flippers that I can remember for a game that doesn't have a center post. In conjunction with Supa-wide outlanes, your ball times WILL be consistently short... Ouch! The center target is all you ever really shoot for. A 1 shot game from 1962, whoo-hoo.

The Takeaway:
A deck that looks better than it plays. Every once in a while you may have a ball that stays on the PF for more than 20 seconds, but it's a rare thing with this deck.
7.696/10
8 years ago
Phoenix is the first design that came from the over-productive and underrated Barry Oursler.

The Pros:
In many ways, this deck epitomizes the later 70's awesomeness that defined the way that Williams games felt and played. This game is fast! 5 lanes at the top of the PF with no lane change. How are those nudging skills? 2 sets of 4 banks of drops means that your aim must be on point. The target lane has to be hit solidly to register all the way to the top and the spinner is incredibly satisfying to rip. The center targets are death (as we see again in Barracora), but if you look closely you will see a (proto) fan layout! The Oursler (tm) outlanes are in full effect as any shot that is missed, you will feel the pain for it.

The Cons:
Constantino Mitchell, how did you EVER get to put artwork on a pinball game? The worst part of this game is the art package. That birdman looks like he has a horrible perm and while the colors are vibrant, they are all over the palette and are rather confusing. You thought Flash was bad?!? This game is prime for a retheming after a good beltsanding and creation of a BG/plastics. Any ideas?

The Takeaway:
If you can find one on the cheap, do it! This game is a true player that offers the player a table that will challenge their skill and accuracy. One play tip for the game is to leave the upper left drop target for last so that the ball will not head SDTM once the bullseye target is hit. This is not the deepest game from the time. Get the bullseye lane up there and keep hitting it. That's about it. But to do that, you need at least a few rounds of drop targets down. Consider this as compared to 6 standups and ripping the spinner ad infinitum, this game makes firepower (which came out over a year later) look like a piece of cake. Yes, multiball is fun, but points is points and when you gotta strategize and work for it. I have to appreciate it. While the rules aren't as good as games to come even a few years later... this game is straightforward pinball awesomeness in it's pure and un-refined form.
6.835/10
8 years ago
Butterfly is a much better game than I thought it would be.

The Pros:
Those wacky Spaniards have done it again with a table that does not look like it has game... but oh boy... does it ever! The clearcoated PF means that this deck is FAST! The artwork is bright, detailed and definitely not "American". There are not many shots on this deck, but they are good ones. The left lane and saucer in particular are challenging targets that require solid aim.

The Cons:
Once you tap this game out, it can get boring quickly, but then again... everything about this game moves quickly. A fresh set of rubber bumpers is an absolute must. If this game goes flat... it's a painful sight to see.

The Takeaway:
A much better game than the first glance would suggest. This game moves quickly. The geometry is good and the outlanes are hungry! Your game will most likely not be a long one, but it will be a fun one! Do not sleep on this deck, it's a player.
7.559/10
8 years ago
Hot Shots is a game that is best described as "overlooked".

The Pros:
A surprisingly robust layout with 16 drop targets and a layout that with few exceptions has great flow, sharpshooting and nudging qualities that will keep a player interested. The theme of carnival games is always a great one for pinball and the vibrant colors on the PF in particular will keep kids young and old entertained. Hitting the correct color combination of drops WITHOUT hitting the wrong ones at the top of the PF will award 10 credits! This game is worth playing for that feature alone. Shades of Diamond lady...

The Cons:
The art pax for the BG and cab are not inspiring in the least. What was it with all of those photo translites? The saucer works as a lock, but staggers the otherwise fast gameplay. Random double your score from the drops? Rrrhrrr... Me no likey.

The Takeaway:
A better game than most will give it credit for. Considering this game was made in 1989, it is easy to see why it was overlooked. Even games like Bone Busters and Lights, Camera, Action had more to do than this table does. However, if this game is properly tuned, adjusted and nastified... I think you will find a fun game that will keep all but the most discriminating players away.

Update:
Multiball is fun and the hotwheels pinball accelerator is a hoot! Make sure to turn that spinner off before working on it. I get the idea that it is hungry for fingers. Lots of good shots and interesting geometry on this game will keep things fun. The rules aren't that complex, but this is a Premier game from the late 80's. It is what it is. The photo translite is hilarious. Very telling about that it is like at the boardwalk. The artwork on the playfield is the closest thing that any company has ever created to a Python art package.
4.885/10
8 years ago
The Hobbit is the next game from Jersey Jack. So far, I like it better than WoOz.

The Good:
A surprisingly open PF with lots and lots of shots to consider. From the moment the game starts, the progressing skill shot from the upper left drop target bank greets you with the consideration of skillful play. The entire A/V package is stunning. The game looks, sounds and feels great. The LCD is divided into a number of different data centers that quickly and accurately tell you what the heck is going on and what you may want to do for the big scores. This alone is a HUGE improvement over WoOz. JJ has really gone through their work and learned from their past mistakes. I will say that this game is lots of fun. The combos of ramps to pop up characters are easy to see and entertaining. The L-O-C-K rollovers to the right ramp are as simple as pinball multiball can be. I like the FishTales ramps with the captive ball in the middle. It's far enough up the PF that it isn't the death shot that FT is known for, but it is still dangerous if missed and the ball is coming atcha SDTM. Is The Hobbit perfect, no (sorry fanboys). But even in this stage of development, it is a massive improvement over what we have seen with WoOz. Gone are the crazy outlanes and their rulesets that confuse the novice. Even in this earlier stage of the process from just a few 2 ball gameplays at The Pinball Showdown, I can tell you that this game works and it works very well.

The Cons:
What does the upper flipper really do? How many shots can you make from that flipper that you can't achieve from the two lower flippers? It looks like another long S/W dev cycle. That's fine with me, but others will complain. For a game that is so wide open the upper third (pops) seems really crowded and cramped. Let's see how long those little axes on the slings will last, shall we? Smaug is a cool toy, but I have to admit I expected more. I know I'm being picky about a toy, but I really thought the dragon would spit out (fire)balls. Honestly, The Hobbit series was a bit of a disappointment for me as far as movies went.

The Takeaway:
Another direction for gameplay from JJ. I like playing this game better than WoOz because anyone can step up to it and access the FUN of the table. This is something that you really couldn't do with WoOz unless you really knew the ruleset. We shall see what happens in the future. What more would I like? lots. In particular a Star Wars pinball game designed by Pat Lawlor, but hey... that's just me. I will be following this review up after the game is released to the awaiting public. In the meantime... I feel much better about Jersey Jack than I ever have before. This game is already really good in it's current state, let's see if the JJ team can make it really great.

I'm crossing my fingers and toes for this pinball company and this title!

Update v.1:
I was expecting some rule cards on the apron, but then again... that is what the DMD is for. The modes and rules are really well explained on the DMD. The trick is that you may be spending more time "shooting here" and then "shooting here". Some of the modes are really simple (bash the spider) and others are absolutely brilliant (hit the travelling drop target as it moves across all 3 drop banks. Multiball is fun and when you can light a lock with the L-O-C-K rollovers from the skill shot, it's lots of fun to get there quickly. I still don't know what to do with multiball that much as I'm not looking at the DMD for add-a-ball and other extra info. But the flashing lights do their job and and they do it well. On the not so bright side, I seem to get a ball stuck under one of the jumping targets (orc, goblin, spider, wolf?) about every 3rd game. In some cases the game cannot get the ball out of the pf mechanism and the game goes down. Couldn't we add a plastic shield at the front of or around the target to keep this from happening? Think Zaccaria Robot. And once again I find myself asking, Why? Why is there a 3rd flipper? I understand that there used to be 4, but even 3 seems to be too much on this table. I'll update this some more as I get more miles in on the game, but for now, it feels like JJP is still trying to find itself. WoZ was an incredibly convoluted and interesting playfield. This design feels stripped down and, well... relatively boring. A swing to the other end of the design spectrum? I would love to see what Pat Lawlor comes up with now that he has been out of designing pinball decks for a few years. I can't imagine him not having a few new ideas to throw into the mix. Here's to the new investors and their plans for JJP. Here's to Pat Lawlor finding a great home to make pinball games. Who knows, maybe they'll hire Keith Elwin as well! Whatever it takes to get the games right... I'm cheering on for JJP!

Update v.2:
I have serious concerns with this game. Even with instructions being spelled out to you on the display, WTF am I supposed to do? There are some elements on the PF (upper flipper) that make no sense at all. When I see this game on location at least half the monster pop ups are broken. You need them to complete at least one of the three mini-wiz modes. When the game DOES work, all I see is an wide open PF with 20 shots on it and the gameplay is BORING?!? How does this happen? Multiball is fun. Yes. What pinball game do you know of where multiball isn't fun?!? Has Jersey Jack forgotten that this industry is driven by operators? Even as a home buyer, I would not consider buying this game. I don't trust it. Here's to hoping that Pat Lawlor and his operator-centric POV will make the needed difference in JJP games. Cuz' bewtween all the issues with WoZ with their engineering and the high level of "meh" on this design... I gave up on this deck. It looks nice, sounds good, but is a boat anchor in my book. I don't think anything Keefer can do will save the weak dick layout and hardware deficiencies on this table. Oh yeah... the production cycle was so molasses slow, that the game came out AFTER the 3rd movie was released. I know some ops who say they make more money with JJP tables than any other they have ever put on the street. They also have more technical issues with these games than any other tables they put on the street. Great, just what I need, another high maintenance relationship. I think I'll pass.

Scores reduced accordingly.

update v.3
this game breaks. all the time. the monster (troll targets) seem to be well engineered, but are incredibly tempermental. And then the ball gets stuck in them. yay.

update v.4
How do you make a widely game that is boring, anti-fun that doesn't work mechanically and has such a deep and convoluted rule set that the only way to to try and figure this box out is to own one. The price of pinball has gone up. But in this case it isn't worth it.

because the ones on location certainly aren't 100%. and even if they are, the game right next to is is more fun than this bore-fest. so why spend a dollar on this snoozer when you can pay .50 or .75 for a stern pro (even a wwe) that PLAYS BETTER! I counted 36 shots on this table including the monsters and the L-O-C-K rollovers. HOW do you make a game with nearly 40 shots on the playfield and it isn't an interesting game? And here is the rub, no amount of software (Sorry Keefer...) will make up for a game that plays poorly. It just isn't ever going to happen... This game makes me yawn and that is not the sign of a good game. Joe Balcer either knocks it out of the park with a good co-designer or...

Frodo lives, just not in this pinball table.

Update v.5
This game is so complex that you have to play it simply. Go for the flashing lights. Keep the balls on the table. The player who plays longest, almost always wins. War of attrition in pinball. Yay...
3.415/10
8 years ago
Pistol Poker is one of the reasons why Alvin G. isn't around as a pinball company.

The Good:
A very creative layout by the man who created Medusa for Bally. There are some incredible shots on this table and the upper PF plays much better than you think it would. I like the full PF wrapping Blackjack ramp. Getting the Royal Flush is satisfying. Any time spent on lower PF is short, fast and deadly.

The Bad:
Artwork, animations and sound are horrid. This game MUST have it's mechs up to snuff or getting back to the upper PF (esp through the u-turn ramp in the middle) is a pipe-dream. Rules are lackluster and the software is buggy to the point of being incomplete and multiball is downright unmanageable, especially in a multiplayer game. Did Wally and his team forget to put in an Auto-plunger?!? This game actually has artwork on the back of the backbox. Woooo-hooo.

The Takeaway:
Cards, Cowboys and Pinball, it's a great theme. But this design needs more than a theme. Unfortuantely what we find is an incredibly ambitious deck with a poor case of execution. If I find another copy in better condition, I'll update this review. However, I'm not sure I'm going to be that lucky. Only 200 Pistol Pokers were made, and with good reason. If you bought this deck, I hope you stocked up on Alvin G. parts when you bought this game, wherever they may be...
4.161/10
8 years ago
I don't like KIZZ, the band. Yes... it's almost as bad as Metallikuh for me. But hey, that's me. Let's get to the game.

The Good: John Borg is the most prolific pinball designer of this generation. For Real. I feel so lucky to have such a talented, hard working and successful pinball creator in my world. It's kind of crazy, Steve Ritchie makes the magnum opus every 18 months, John Trudeau spins the creator's wheel and makes games off his cuff about every other day. And then... in the middle, Borg. Well Played, John. Imma gonna gits a play or 17 on TFTC now. This layout is a winner. The randomixer under Gene's tongue does it's job VERY well. The Starchild ran miniPF will need some good old fashioned EM nudging skills, That's a good thing as Martha would say. This layout is SOLID. The K. O'C art pax is great when it isn't photoshop hairs on Paul Stanley's chest. The Demon's multiball is very well done and reminds me of Whitewater for qualifications/locks. I like the song/city cross selection. I am VERY curious to know how this will be implemented in future S/W iterations. Hitting the KIZZ drops to light the ball save on the left outlane is a great addition to gameplay. The standup at the mouth of the starchild target fan makes that part of the PF play better. The color coded mode lighting is well done.

The Bad: Skill shot? Where? The Starchild fan with the S-T-A-R targets and the saucer will require attention during play as it is not a consistent shot. The Demon (depending on the individual table and setup) has a nasty habit of spitting the ball down between the flippers if not properly set up. The music which this game is built around is BORING! That and Gene Simmons is a dick to someone unless he has a use for them. The "licky" animations make me nauseous. Rolling Stones, Metalliker and now this?!? I'm gettin' sick of these weak-deek rock n' poseur pinball themes. You know Aerosmith is good for a non threatening power-ballad or 7. Poison? Limp-deek Bizkitz? Ohhh wait... I heard Warrant is on a comeback tour with Great White. How about some Winger?!? Hold on. I got it. The next Stern music pinball game is NICKELBACK!!! Sorry Stern Marketing gurus, good Rock and Roll is not about the musical lowest common denominator. It's about the music, man... (Say it like the Dude).

The Takeaway: A great layout and PF design. Lots of good pinball awesomeness to built a great ruleset upon. The KIZZ ARMY will buy lots of them as KIZZ KAZZKETS are much more expensive and this game will be much cooler to be buried in. For all the extra "features" that this LE/Preem has. Is it really worth the extra $1600.- to $2800.- more as compared to the pro?!? This game needs more S/W development. And while I have bagged on games before (WWE, sorry...) for this. I am trying to understand and be more fair with the S/W dev cycle. IF this game gets the treatment that 'Tallikuh and AC/DC got (and I can't imagine it not getting it)... Music pinballs may be in style for quite a while. I will be coming back to this review as the software is completed and refined.

So... Where's my F'n MOTORHEAD pinball game?!? Warpig Wizard mode, anyone?


Update: With the first iteration of the software update I was hoping to like this game more. Instead, the mileage has shown the flaws of the game even more than I had feared. The worst being that this game layout is a re-hash of one of my least favorite Stern V2 games: Harley Davidson. The features may be a bit different, but the shot layout is pretty much the same with only difference being a steeper and narrower ramp on the right to make room for the center ramp. I still think the randomizer under the demon's tongue is well designed. Other than that... all of those nice things I said about the layout on this game. I take them all back.

This

is

not

a

good

thing.

The modes have been flushed out a bit more, but tweaking will still need to be done. If the programming team can pull the rabbit out of the hat, I'm all for it. But I'm not sure ANY amount of tweakulage can save this lackluster, uninspired and REHASHED poorly designed playfield. I admire John Borg and may have to give him a pass with his production cycles, but please... re-work and refine a layout like Tales from the Crypt instead? Just a thought. So here's to hoping for the future and listening to pinball with headphones turned up loudly enough to block out the din of sub-standard 70's Crotch-rock.

If we have to do 70's music, I'd rather have a Captain and Tenille pinball game. Muskrat Love Multibawl would be something to look forward to on the way to Love will keep us together Wizard mode. When you match, you get a Captain's hat. If you don't match, Toni divorces you. So dark...

Update:
With a bit more mileage I have found that combos are king on this game. This one s/w feature alone has brought new interest and respect to this table for me. Every major mode/ award/ jackpot shot on this table (even in wizard modes) can be doubled. This means you can reap massive rewards for ANY shot during gameplay. Your ability to claim accurate on the fly shots WILL be the difference between a good game and a great one. To whomever directed/put this code into this table, maximum respect. I am still not a fan of the layout and while great rules make a huge difference, even this one... while making this game more playable, can only do so much as far as the layout, theme and (what some would call) music that this deck is all about. Is it better? Yes. Will it ever be AC/DC, never. Scores updated accordingly.
7.818/10
8 years ago
America's Most Haunted is a "boutique" pinball with a production of 150 from Spooky Pinball.

The Good:
Games like this give me hope. Built off the Ben Heck Platform, this deck is a homebrew and then some for pinball enthusiasts as creators. I don't think people realize how big this is for the culture and continuing success of the game of pinball. The layout of this deck is SOLID. Skip ramps from where most would look for a right orbit. And not one of these crummy "Hulk Trap your pinball" ramps. It's a simple straight forward and well considered ramp. Think Robocop. The ghost, door and elevator ball lock are incredibly well placed and functional. The Sppoky team will be the first to recognize that they stand on the shoulders of giants, but consider this: Airborne Avenger was Steve Ritchie's first game ( https://pinside.com/pinball/archive/airborne-avenger / http://ipdb.org/machine.cgi?id=33 ). Running out of the gates like this... sweet! The Ghost toy works as it should and the multiple skill shot options are well thought out. The art pax on the PF/bg/cab looks fuzzy and soft as do the ghosts on the DMD. While I understand that this is supposed to be about plasmatic matter, the DMD looks good.

The Bad:
This game is not allowed to have bad, because this is a labor of love that took a team that frikkin' knocked it out of the part with their FIRST pinball game. Alright... here's the real deal. This game is great, but it is "unrefined" in the sense that people with decades of experience (Ritchie, Gomez, Turdeau) have the acquired knowledge of what needs to happen with a design to really make it come together. Consider the guidance that the game gives you through the modes. It needs to be absolutely apparent of what you need to do, this game will require some mileage to really find out what needs to be done. With this consideration as well as the hardware polishing that will make a big difference in a game, the Spooky team is on that path, but this game still does not have the benefit of the kind of experience that you see at Stern and JJ. The art pax on the PF/bg/cab looks fuzzy and soft as do the ghosts on the DMD. While I understand that this is supposed to be about plasmatic matter, the BG/PF and cab looks unfinished.

The Takeaway:
This game does something that most game designer aspire to create. This deck is FUN! I would buy one if they were not already sold out and "nastify" it as much as I can. This game is a player. Now let's see what happens with gameplay and refinement of their software and designs. Personally, I'm cheering these guys on as much as I can and would love to play one of these games even more in the future. Of course the real question is: "Could you ever do better? Well then... do better!"

Update:
Speaking to Dan Gutchess at the 1UP. He had to go through the entire PF and found nearly 20 dead spots in the layout that would have brought this deck to a screeching halt on location. There were no coin mechs and when he installed them, he had to alter a cashbox to make it fit behind the coin door. Once again, all part of the learning curve. I am starting to find out some real strategies with this game and I feel incredibly lucky to play one of (maybe) 3 of these games on location ANYWHERE. Will put on some more miles with this deck and will report again once I know more about this game.

Update:
This is where it all started for spooky pinball. The skin is a lot of fun, and walnut the smoothest game you've ever played. This is their first game. With a low production run of 150, finding one is going to be tricky. Most likely will be in a home collection as they're very very few places that would risk the numerous dead spots on this game 4 location play.

Charlie and his crew of merry pinball people have learned from their lessons.the game start producing today feel smoother and faster and a based off of the lessons learned from producing this game. Alice Cooper maybe the only pinball game that they've made that plays better than this one. And even then, I prefer the variety of shots in terms of width and pathways around the play field as compared to other games that spooky has produced. I'm very curious to know what will happen now that the platform has been retired. Will parts be easy to replicate? If a board goes down, will someone be able to replace it with another piece of technology?

what it really comes down to is this. This was the first game that spooky made and it was a really good game to start out with. Is a perfect, no. Is it fun, yes! Find one where you can and play it as much as you can, because these things I easily found.
6.925/10
8 years ago
Rack 'Em Up! is a pinball game coming from a struggling Mylstar in late 1983 when the video game crash was plummeting into the depths or arcade hell.

The Pros:
A fantastic layout with lots to shoot for. The shooting lights that need to be hit means that the willy-nilly shooting for "any" target are over. Snipers only need apply. The lane change has some interesting rules as well. This game is a great introduction to pinball skills table. Aiming from up and down the PF to shatzing the inlanes is in effect! The spinner is awesome when lit for points as well changing that hard to hit flashing drop target. The pops do their "randomizer" job well, but never are in the way of critical game shots. Comparable to Williams' Laser Cue in terms of target shooting capability on a single level. There are 11 shots as compared to 16 on Laser Cue, but there is more nudging and "Gottlieb-like" skills required for this table as compared to the pure shooting fury of LC.

The Cons:
After 3 racks are completed, the "meh" factor skyrockets through the roof. The extra ball is a "random" award as compared to being skillfully earned. The art and sound package is horrid! I hope your displays are good. 7 digit gottlieb displays are not always easy to find (correct me if I am wrong!). The scoring becomes unbalanced once the spinner is lit, but then again, ripping spinners is always a great time.

The Takeaway:
A relatively low production game that is a pure pinball skills player. John Buras did a brilliant job with this design and kept the BOM in the survival range. While REU is not the prettiest deck you have ever seen, this game has it where it counts. IN THE GAME! Most likely to be found in a classics bank at a pinball tourney in the near future.
7.313/10
8 years ago
Torch is a better game that most people think it is. It's a simple Gottlieb EM layout with an interesting bonus scheme.

The Pros:
A simple layout with a shooter's eye in mind. 2 sets of 5 drops as well as a long shot to a roto-target that randomizes your shots with quite a bit of frequency. The two sets of blue/green inserts at the top will light the alternating extra ball at the flipper lanes. There is a (unusual) partial bonus collect rule through the top right hand gate of the PF. This is interesting as it keeps the game moving forward but still rewarding the player a good bonus (with bonus X) even if the ball drains immediately after the upper gate is scored. Flipper skills, especially drop catches and dead bounces are an absolute necessity as the ball running up the inlane is a sure way to lose your turn if you are not on point with your ability to slow down and control the pinball. The A-B-C / 1-2-3 multiplier scheme reminds me of one of my favorite Stern decks, Big Game! Good nudging skills keep the ball in play at the outlanes. The lower PF has a very dangerous set of "square" angles from the drops to the slings. The upper PF is designed to punish missed shots and get the ball moving in lateral angles to keep you on your toes by the time the ball reaches the flippers. WAKE UP!

The Cons:
Why is the gate at the upper right hand of the PF not a spinner? A slight adjustment in the position (closer to the standup) would make the upper right hand of the PF much more interesting and worthy of skillful play. This game must be properly maintained with snappy pops and fresh rubber rings to play as it should. If not, this game can get old, fast.

The Takeaway:
John Buras is not a name that most pinheads think of as a top Gottlieb designer. While his game list is relatively short, the quality of his decks are solid. Buck Rogers, Black Hole, Mars- God of War and the painfully overlooked Rack 'em up! as well as a few others. Reaching 10x is not easy and may take an extra spin or 7 of the roto to complete the tic-tac-toe bank. This is part of the game and part of it's charm. Some players may complain about the random nature of decks like this. I think it's all pinball and this game is one of the better early SS gottlieb games that were made. It's interesting that the East German flag was removed from the production BG, but then again, the soviet bloc did boycott the 1980 LA Olympics...

I wouldn't mind having a copy of this deck in my collection. Find one if ya can!
7.630/10
8 years ago
Whoa Nellie is a repackaging by Nordman/Freres that was based on the Gottlieb Continental Cafe game.

The Pros:
This game looks absolutely fabulous. This is a frivolous and fun pinball endeavor that will make players re-think about what older designs are really about. inside pinball jokes (and some blatant ones as well) are all over this table. This has to be the best cabinet design I have ever seen!

The Cons:
The novelty wears off quickly. I understand what collectors are looking for in a game like this and I'm glad I had the chance to play a game or three, but I would not want to spend the $$$ that this game demands for the amount of game I get out of it.

The Takeaway:
Find one if you can and play it. Then you can say you played it. This rating is Dave Mercer approved!!!

Update:
I finally got to play the new Stern produced version of this game. The biggest difference is the removal of the gobble hole replacing it with a saucer. I have to say that the game plays longer than it should now. I do like the 4 lanes at the top lighting 4 related rollovers and the individual pop bumpers sounding off when the PF saucer is scored. There are lots of quotes and the small details that have been added to this game to refine it are well done. I like this game quite a bit, but it would not be something I'd put in my collection. Great to see at a show and have a beer with friends over, but in my own arcade, it is too much of a novelty for me.

Update v2:
I recently listened in on a conversation about Whoa Nellie from a number of people who had nothing but bad things to say about it.

1) The Price. $6500.-
2) An EM Design that has been "updated" and nothing more
3) Sentences that started out with the statements: "I find it offensive." "Who do these guys think they are?" and most telling: "As a feminist..."

All valid reasons for the people engaged in the conversation to not (in their humble opinions) play this game. I disagree on all counts.
1) Don't buy it if you don't want to.
2) There hasn't been anything released like this game in decades. For that alone it should be celebrated.
3) Greg and Dennis are two of the NICEST, KINDEST, SWEETEST, HAPPIEST, AWESOMEST pinball people you have ever met. Ever. To hear the PC crowd show nothing but utter disdain for this theme showed me a level of ignorance and self righteousness that I had never seen before directed towards a pinball game and the people who produced it. Ever.

Consider that pinball art packages for as long as we know, have always been heavily influenced by sex. We would not have pinball today, if it wasn't selling sexual fantasies throughout pinball. Even today... pinball is sold with rock and roll, horror and sex. Heck, WoOz has a Dorothy Upskirt shot as she is trying to escape from the flying monkeys. Feel however you want to about this game. I'm still gonna play it, enjoy it while I laugh and smile the whole time while I'm doing it.
8.275/10
8 years ago
Alien Star is a game that I ignored until a few fellow players drew my attention to it at the PAPA facility. I'm very glad they did.

The Pros:
A solid layout with a ruleset that offers 3 great featuers. A-L-I-E-N lights the lanes at the top of the game for different awards. The spinner is in the right flipper's sweet spot. rolling over the right inlane switch lights the spinner for 10k a rotation for a few moments. Combine this with the curved lane wire, shatz to rollover the inlane switch, to shoot the spinner with the next shot. Do it! The spinner also cycles the 2x-3x-5x PF multiplier during multiball. I'm usually willing to take another shot for the 5x multiplier to start multiball, but am I willing to chance the ball heading down the middle or out the lanes for the scoring benefit? The PF multiplier is a solid shot that loops toward the top of the pops and is satisfying when hit. Makes a difference with the left collect bonus lane lit. The artwork on the BG and the PF is solid and the intimidating samurai figures remind me of Darth Vader.

The Cons:
This game HAS to be set up in a challenging manner or the balance of the deck is lost. It can become too easy, too easily.

The Takeaway:
This game is a player and while rather simple and repetitive, the goals of the game are solid and the randomization of the multiball PF mutiplier make for interesting play. Tune this game properly and you will know why players seed this deck out. Another reason why John Trudeau is one of the most underrated designers on pinball games.

Update:
This game may be the epitome (for this vintage) of balance and difficulty between ruleset and layout. What do you do when playing Alien Star? You do the thing. What is the thing? Prep multiball with 5 DANGEROUS targets on the right hand side of the playfield. THEN, you have to hit the spinner to light 5x on the saucer lock to the left. Lock the ball in the saucer to put the second ball into the shooter lane and start multiball. Then you have to rollover the right inlane with luck from above or juggling skills from below. Note that this inlane is unmarked on the playfield or the plastics. So unless you have the flyer, manual, you play the game and notice the insert flashing, or you happen to be a competitive player that takes pride in knowing these game crushing details... yeah. Then you rip the spinner for 10k a spin times 2x,3x or 5x for BIG POINTS. Even the most jaded tournament players will golf clap for 5x and a sweet-ass ripping of that spinner. It's not easy to do. It is the only way to really make this game sing. It is difficult to do and a direct pipeline mass quantities of pin-dorphins.

Play the game. Do the thing. Dance the happy pin-jig. You did it. You played Alien Star as it should be played and powered through the sado-masochism needed to make this game your bitch.
6.336/10
8 years ago
Six Sticks is a game that wasn't made in great quantities and is difficult to find now.

The Pros:
A great asymmetrical PF design that makes you shoot all around the deck. Learning how to hit the 1-2-3 Blue mushroom bumper in sequence is what this game is all about. The kicker lane on the left propels the ball to the top of the PF from your left lane, if you ball goes out, you are awarded a special! Hmmm... an extra ball or a free game? What do I want?

The Cons:
Ball times are painfully short. A six player, 5 ball game may last an entire 2 minutes. The gameplay is absolutely linear for good scores. Zipper flippers would have been PERFECT on this game. They just hadn't been invented yet. No chimes. Was this just the deck I played?

The Takeaway:
A peek into the lopsided designs that were to come commonplace for Bally from this point on. Getting the balance right between challenging and punishing is not an easy thing to do. This game leans more towards the punishing side of pinball game personalities. Very simple, very hard!
5.412/10
8 years ago
Bushido is a game that I never thought I'd ever see, much less get to play. Thanks to Dan Nikolich at the Colorado Pinball Showdown (http://m.pinballshowdown.com/en) and Donavan Stepp on the shop job... I got to play a pretty good working copy of this game.

The Pros:
An interesting PF layout that features a unique timed lock shot. The game has modes, but since I don't speak or read spanish, I don't know how to access/ light the modes. The ramps are smooth and starting the game means you can short plunge to the right flipper, medium plunge into the lanes or full plunge to send the ball all the way around the PF to the left flipper through the orbit lane. The inlane/outlane arrangement means that ball control will feel like an early 80's Bally deck. The ramps are smooth and the shots are satisfying. This game also features standups behind drops, so... I do like this layout quite a bit. The random ball launch into multiball works well. The table has the most awesome pinball legs I have ever seen.

The Cons:
Considering this is a game produced in 1993, Inder is WAY behind the competition. At the same time, having never played this game before, the automatic good day rule is in effect. The lock mechanism while interesting, takes up quite a bit of space on the deck. While it doesn't mean that this game isn't laid out well, it's just a REALLY big part of the PF. Sometimes the ball gets stucky at the rotating ball lock mech. The music on this game is... unusual. A piano solo on a japanese themed game is not what I expected. The sound pax overall seems poorly mixed. The art pax is great, on the cabinet. The BG is a mess and the PF artwork while covered by an anchored plexi, is really garish and not laid out that well. Being color blind would help.

The Takeaway:
I will try to get more time on this deck before it goes away for another year after the show. But in the meantime, there it is, Bushido!

Best pop-bumper caps... EVER!
6.090/10
8 years ago
Dear Stern:

Will you PLEASE give your designers the RESPECT and TIME they need to complete a pinball game as it should be done. No pinball designer deserves to be regulated to "filler" titles that are rushed and show it. Wrestlemania is an interesting PF layout that (as of this moment of the initial release) needs a great deal of work.

The Pros:
The ramps and the orbits are well laid out and flow well. Especially the up and around the playfield loop through the ramps.The extra ball lane is the best side shot I have seen in a while. I think John has been taking notes from Steve on that shot. Learning how to flip with the upper slings is an interesting proposition. Is that a Motorhead song I hear on the soundtrack on this deck? I like the angle at the top of the slings above the flippers as it has an Iron Mang feel to it to make sure your nudging skills are on point. Any ball that exits from the pops is in danger, so you'd better be on point when the ball heads that way. The game sounds good and the audio calls/songs/effects are balanced. This may have to do with the new hardware platform.

LE Specific:
I REALLY like the spinning disc on the upper PF. The pro really needed it as well to keep the game moving and exciting. I had no expectations for the mini-fleeper, but it works really well. Much better than I originally expected. These two features alone put the LE over the PRO in terms of gameplay.

The Cons:
The wrestling ring is incredibly distracting from ANY game flow. As in, it stops any excitement dead in the water. Even when the ball just drops into the ring, it lingers... for a damn long time. You know what kills a pinball game more than anything else? BORING THE PLAYER!!! In it's current iteration, this games rules make little sense and the ability for the game to guide the player to the next match is... where is it? The ramps are lit with flashing colors to the top lanes and...??? Really? I know lots of people who bag on Stern for releasing games with incomplete code, but TWD was playable out of the box on day 1. This game... really isn't. The pops are in an unusual place that is only accessible from the extra ball lane or a random drop from the exit on the ring. The art pax, while better quality photoshop work than what we have seen in the past... features numerous pituitary retards that make this game a real winner in WWE mancaves or gay bars. Which, when you think about it, could be the same thing. DERP!

LE Specific:
A mini-TV screen just below the DMD... really? The definition of redundancy in pinball. ACK!

The Takeaway:
This review might just change for the better when the Baron Von Rashke goosestep frenzy and the SuperFly Snuka wizard mode are finally implemented. As it stands, Wrestlemania needs lots of new code, a timer on the ring (5-10 secs at the most, s/w adjustable...unless it is mode specific, in multibal and/ or timed) or simply a pass most times (think of the usability and the access/reward of the powerfield on TZ). My real concern is that even with new code and managing the time in the ring, this game may not be savable/viable even with the layout and the stalls in this game. There are some incredible parts of this game. But the whole of the gameplay package is sorely lacking. I love John Trudeau and his designs. Personally, I like Mustang when many don't... but this game is quite possibly the worst Stern game release since Rolling Stones and possibly even... Indiana Jones. For me, it's that bad. As in Chicago Coin kid of bad. I cannot remember the last time I played a new game and felt like walking away after a few games... on FREE PLAY.

Update:
The contrast between the slowness of the upper ring/PF and the speed/deadliness of the lower PF makes for an interesting rhythm during gameplay. The idea of earning a 3-5-10 second timer (Or whatever scheme the codemasters at Stern are brewing up) is something that has to be done to keep times lower on the upper PF. Playaing multiball on this game is a hoot as the ballls in the upper PF really mean that you have to play both levels at the same time. Software is the weakness of this game. My biggest concern is that software may not be able to save this game layout. The software is so lacking on this table that I have "Killscreened" this deck during competition. An interesting take as it makes you make the most of what you have, while you have it, but if I wanted to play a time-limited game, I would be playing Safecracker. We shall see what the future holds... C'Mon Stern, GET IT DONE RIGHT!

Update v2:
After playing the LE version of this deck, I have to say that I like the LE version much more. The software has progressed significantly and this game plays so much better than the release/early versions of the software already. Progressing through the belts to the heavyweight championship of the world is not an easy task and I have to give the design/programming team kudos for getting the balance right. WWE theme music is sufficiently exciting and yet bland at the same time. The contrast of the upper and lower PF is growing on me, however the spinning disc on the LE makes the game all the much faster and more interesting.

Not a fan of the Dev. cycle, but the final product is fun and entertaining. Select the Undertaker, every time! No that's not a gameplay tip. I just like the Undertaker. And if you have to settle, Stone Cold Steve Austin will do in a pinch.

Update V3:
The new code makes a huge difference in a positive direction. The small flipper has 4-5 shots to make from it and the clothesline forearm is fun too! Winning matches by building and then collecting the saucer on the upper PF makes playing this game on both PF's a great way to boost your scores. Will the game ever get past the "lag" of the upper PF? No, but the new code makes a big difference and that is what matters now. Is it a great game? I don't think it will be, but it definitely went from a dog to a good game (maybe better than we give it credit for) that is fun to play.

Update v.4:
This table has been relegated to the "you gotta know how to play it because it is going to come up in tournaments" file. If the game is in tip-top and tuned, it will be a worthy addition, but for the most part, this is the first "forgotten" game that Stern has released in a long time. Find that Lemmy tune and crank it up!
8.058/10
8 years ago
Wagon Train is a game from 1960 that I found at the Manitou Springs arcade.

The Pros:
This is a game that requires a good deal of nudging, skill, and reflexive shots all over the place field. There is a double special scoring mechanism on the table that requires a one through five shot target to be scored from the red and the purple feathers to get your specials. The one through five targets can either be scored from the skill shot at the top of the playfield, or from the Roto target just above the flippers.. Getting a special is never easy, but when the 100 point Rototarget shows up, that is your jackpot shot! The art package, in particular the back glass looks fantastic. The bumpers between the flippers require nudging so you're bumping skills are going to be in effect all throughout the playfield from the top to the bottom.

The Cons:
Finding one. I didn't even see this game at the pinball Hall of Fame in Las Vegas.

The Takeaway:
A great game from a long time ago. If you can find one, give this thing some time. It's a true player!
7.472/10
9 years ago
After years of searching... I FINALLY got a chance to play this game. Muchos thanks to Bridge Morrigan for buying a copy and letting me session it out!

The Pros:
A very interesting layout and a more complex ruleset than any of the other Bally Buh-donk-a-donk-5. Big ups to Greg Freres for taking a chance and putting together one of the more creative and less literal art packages seen on a pinball game in a long time. For some reason, I'm hungry for Ike and Mikes now. Spelling out HOTDOGGIN can come rather easily with the lanes, but it is more fun to sharpshoot the standups around the PF. I like the narrow shot to the inline drops at the top of the PF and going around the lane to the saucer is satisfying. The spinner is way sweet when it swings easily. The sounds on this game are really incredible. For a game of this vintage, it is almost like playing a Frontier. Nothing else sounds quite like it.

The Cons:
This game is WAY too easy to roll with the bonus multiplier at 5x within 3 shots. The coolest feature of the table is a lucky-bumble it in shot. Can it be reflected off of other parts of the PF skillfully? Maybe, but I have yet to find that shot. 5, count em'... 5 inlanes. Yes some of the inlane rewards are different, but... 5 inlanes?!? The saucer to the right of the inlanes is accessed about 78 times more from a shot from the flippers or a random bounce from the upper left hand pop bumper. A switch/rollover at the top of the u-turn lane that would offer a REWARD for accurate shooting through the inline drop lane is what should have happened here. Don't crack your lower left pop bumper cap. They can't be found anymore!

The Takeaway:
While Strikes and Spares may be Gary Gayton's best design, this one isn't that bad at all. I'd put it right about the same place as Evel Knievel. Bonus is King on this game and there is a PF collect, but you have to get the center lane at the top of the PF and then drop the ball into the kickem'-outer lane on the right. Do this 5 times over at 5x bonus and roll it! I woudn't be surprised if someone hasn't already made a ROM to take the zero out of the last digit of the 6 digit display. This game really needs it. This game is in desperate need of another digit or a s/w alteration to get rid of that last zero. A fun game, I'm glad I finally got the chance to play it.
7.976/10
9 years ago
Picnic is a game that I came across in a private collection recently. I had never seen it before so I HAD to session it out. I am very glad that I did.

The Pros:
No Gobble hole. Lots of Roto-spinning fun! A challenging flipper layout that will make you do as much as you can before your ball gets to the bottom of the playfield as well as when it is there. This game will make you become a more skillful and anticipatory nudger. This art pax is why Roy Parker is king to so many pinball collectors. The amount of silliness and detail on the PF and BG is staggering. Can you imagine having do detail those screens? Oy-vey! Do you light your pops? Or do you take the 100 pts from the top-center lane? The roto target is lit for 100x the scored target. Do you go for the shot knowing that there is a high percentage of you losing the ball once you hit your target? This game has a SPESHUL!

The Cons:
Game times can be incredibly short until the nudging learning curve kicks in. The biggest toy on the game is a roto-death-shot! Trap that ball. I dare ya to! The rubber kit needs to be fresh for this game to move as it should. I hope your flippers are strong enough to get the ball up to the pops again...

The Takeaway:
Your nudging skills better be on point! You are playing a Gottlieb woodrail from 1958. So... act like ya' know! Getting the ball all around the PF and back to the upper PF is the safest way to play this game. Considering the limitations of the tech, this game requires a solid plan, on the fly playing skills and a cool temperment. This deck will test you!

I did mention nudging... didn't I?
8.540/10
9 years ago
Aerobatics is another game I "discovered" at PAPA. A single player EM from Italia.

The Pros:
A great layout with a very interesting left orbit that puts the ball into the right inlane. The left spinner cycles through the left saucer awards and the right spinner, who's lane leads into the upper arch, cycles the arch saucer awards. The shots are sweet and the speed of the game is quite good for an EM deck. The art pax is incredible all around. The standups are well placed and the pops give some solid action at the top of the PF.

The Cons:
The saucers feature shallow bevels into them ala Mata-Hari. The upper saucer can be nudged in to score. The saucer on the lower left is much more of a luck shot. There are no chimes on this game. Really?!?!?!?

The Takeaway:
Scores have a few dummy zeroes on it, so scores are high for an EM. On the dozen or so plays I had on it, I never got half way to completing the A-B-C-D-E sequence. So... I need more mileage on this deck. A great game if you can find it.

On my wishlist.
5.625/10
9 years ago
Dear Stern:

Will you PLEASE give your designers the RESPECT and TIME they need to complete a pinball game as it should be done. No pinball designer deserves to be regulated to "filler" titles that are rushed and show it. Wrestlemania is an interesting PF layout that (as of this moment of the initial release) needs a great deal of work.

The Pros:
The ramps and the orbits are well laid out and flow well. Especially the up and around the playfield loop through the ramps.The extra ball lane is the best side shot I have seen in a while. I think John has been taking notes from Steve on that shot. Learning how to flip with the upper slings is an interesting proposition. Is that a Motorhead song I hear on the soundtrack on this deck? I like the angle at the top of the slings above the flippers as it has an Iron Mang feel to it to make sure your nudging skills are on point. Any ball that exits from the pops is in danger, so you'd better be on point when the ball heads that way. The game sounds good and the audio calls/songs/effects are balanced. This may have to do with the new hardware platform.

The Cons:
The wrestling ring is incredibly distracting from ANY game flow. As in, it stops any excitement dead in the water. Even when the ball just drops into the ring, it lingers... for a damn long time. You know what kills a pinball game more than anything else? BORING THE PLAYER!!! In it's current iteration, this games rules make little sense and the ability for the game to guide the player to the next match is... where is it? The ramps are lit with flashing colors to the top lanes and...??? Really? I know lots of people who bag on Stern for releasing games with incomplete code, but TWD was playable out of the box on day 1. This game... really isn't. The pops are in an unusual place that is only accessible from the extra ball lane or a random drop from the exit on the ring. The art pax, while better quality photoshop work than what we have seen in the past... features numerous pituitary retards that make this game a real winner in WWE mancaves or gay bars. Which, when you think about it, could be the same thing. DERP!

The Takeaway:
This review might just change for the better when the Baron Von Rashke goosestep frenzy and the SuperFly Snuka wizard mode are finally implemented. As it stands, Wrestlemania needs lots of new code, a timer on the ring (5-10 secs at the most, s/w adjustable...unless it is mode specific, in multibal and/ or timed) or simply a pass most times (think of the usability and the access/reward of the powerfield on TZ). My real concern is that even with new code and managing the time in the ring, this game may not be savable/viable even with the layout and the stalls in this game. There are some incredible parts of this game. But the whole of the gameplay package is sorely lacking. I love John Trudeau and his designs. Personally, I like Mustang when many don't... but this game is quite possibly the worst Stern game release since Rolling Stones and possibly even... Indiana Jones. For me, it's that bad. As in Chicago Coin kid of bad. I cannot remember the last time I played a new game and felt like walking away after a few games... on FREE PLAY.

Update:
The contrast between the slowness of the upper ring/PF and the speed/deadliness of the lower PF makes for an interesting rhythm during gameplay. The idea of earning a 3-5-10 second timer (Or whatever scheme the codemasters at Stern are brewing up) is something that has to be done to keep times lower on the upper PF. Playaing multiball on this game is a hoot as the ballls in the upper PF really mean that you have to play both levels at the same time. Software is the weakness of this game. My biggest concern is that software may not be able to save this game layout. The software is so lacking on this table that I have "Killscreened" this deck during competition. An interesting take as it makes you make the most of what you have, while you have it, but if I wanted to play a time-limited game, I would be playing Safecracker. We shall see what the future holds... C'Mon Stern, GET IT DONE RIGHT!

Update v2:
After playing the LE version of this deck, I have to say that I like the LE version much more. The software has progressed significantly and this game plays so much better than the release/early versions of the software already. Progressing through the belts to the heavyweight championship of the world is not an easy task and I have to give the design/programming team kudos for getting the balance right. WWE theme music is sufficiently exciting and yet bland at the same time. The contrast of the upper and lower PF is growing on me, however the spinning disc on the LE makes the game all the much faster and more interesting.

Not a fan of the Dev. cycle, but the final product is fun and entertaining.

Update V3:
The new code makes a huge difference in a positive direction. Winning matches by building and then collecting the saucer on the upper PF makes playing this game on both PF's a great way to boost your scores. Will the game ever get past the "lag" of the upper PF? No, but the new code makes a big difference and that is what matters now. Is it a great game? I don't think it will be, but it definitely went from a dog to a good game (maybe better than we give it credit for) that is fun to play.

Update v.4:
This table has been relegated to the "you gotta know how to play it because it is going to come up in tournaments" file. If the game is in tip-top and tuned, it will be a worthy addition, but for the most part, this is the first "forgotten" game that Stern has released in a long time. Find that Lemmy tune and crank it up!
9.640/10
9 years ago
Well, I finally got the chance to play the LE at the Game Exchange in Denver. I also heard the news that they will be producing a Premium version of this table since the title has sold so well. After playing the LE for about a half dozen games, this is a good thing.

The Pros:
A fantastic layout with wide open shots as well as tight orbits. JB must be taking lessons from The King because this game has FLOW! Drop targets that MEAN SOMETHING IMPORTANT TO THE ENTIRE GAME!!! A skill shot that requires... skill (Rollovers are way sweet!). The extra ball shot to the shooter is not really easily hit by the left sling. You have to shoot the short, tight and valuable shot. One wide, steep ramp, on the left and lots of tight accurate shots (through the pops!) all around mean that skillful play is required. The music pax on this game is tense and makes every shot more nerve wracking than it should be. The combo system on this game is righteous and making the combo shots feels a real accomplishment. I need more time on this deck as... I don't know the rules yet, but I will say that reading the rulesheet on this apron made a big difference in understanding the game's priorities. A great game that is easy to understand? Cool! One last thing... this game has the best match sequence EVER! I really like the upgraded LED light show. Spinners are always a good thing and the drop target in front of Woodbury lane is a nice touch. Bicycle Girl with the rising ramp is a nice feature, but I'm not sure what it really adds to the game, will see more as the rules are completed/flushed out. The art package on this deck is a noticable improvement over the PRO. The color scheme looks like it came from old chemically imbalanced film stock. This deck looks GREAT! Let's see what happens with the Premium version of this table as well. The Austin Powers Crossbow works as it should (let's see how it holds up on location) and you can make all the shots on the table with maybe the exception of the Woodbury lane. Still learning the rules on the crossbow, but this is a really nice toy that incorporates into gameplay and works as it should.

The Cons:
Bash toy... again? Switches on the well dweller didn't register half the time with direct hits, probably in need of adjustment. The Skill shot needs to be tweaked from the launch lane to hit the target at the top of the skill shot figure 8. Steep ramps will require fleeeper mechs to be nice and crispy at all times. Sometimes the magnet in front of the barn doensn't pulse and can drop the ball SDTM! The doors on the barn are liable to break. This seems to be more of a matter of poor engineering as compared to bad play design. Hopefully Stern will release more burly brackets or some type of a physical fix for this issue. Not as much of an issue at home as on the street... but still, could have been executed better than it has been. Score for the toy reduced accordingly. The other thing I noticed about this design that didn't work as it should was the left ramp. The ball would skip at the break in the ramp and fly into the crossbow ramp behind it. Kinda cool, but also kinda crummy. Will probably be an easy fix with a sheet of plastic over the upper part of the ramp to keep the ball on track and in the proper trajectory from an otherwise silky smooth plastic ramp experience.

The Takeaway:
Release version software was really solid. Will update again when this game's code is refined. I already like this game better than 'Tallikuh (With it's "finished" software) and I think this game will rank as Tron +1 for me. It's still not AC/DC, but then again... will any game ever be that incredible? Kudos to Stern, John Borg and his entire team for creating a fantastic game. People quoted Gary Stern as saying "This theme is too gross, women won't play it." Gary, if this is true, thank you for reminding yourself that the primary demographic of pinball players are young men. This game with the premium/LE features (when tuned) puts this deck up alongside Tron and StarTrek for the quality of play that this table generates. Solid!

Update: The doors on the barn are liable to break. This seems to be more of a matter of poor engineering as compared to bad play design. Hopefully Stern will release more burly brackets or some type of a physical fix for this issue. Not as much of an issue at home as on the street... but still. The game hasn't been out for 2 weeks and the big toy is failing from operating as it was intended. Score for the toy reduced accordingly.

Update v2:
The more I play this game, the more I respect it. One complaint that I hear about this game is that it has not flow, that is not true. I will say that the flow on this game is uneven comparing the left side of the PF with the two narrow lanes and the wide ramp as compared to the right side with the tight shot through the pops and the narrow ramp. However, I see this as a good kind of a variance in asymmetrical pinball design. You must consider and play the table differently from many angles. I am not sure about some of the rules, especially the combo rules. However, hitting the inlane doubler on a combo shot with Bicycle Girl showed up as an 8.4 million + 1 million for BG. I gotta learn me some combos on this table!

Update v3:
The newest version of the software is an interesting adjustment. The refining of the rules has eliminated the prison/well walker stack, but has greatly increased the scoring opportunity of Blood Bath multiball stacks. I'm also surprised how much the lane/ramp modes can be worth with a 2x PF + 2x lane multiplier. 15-20 mil a shot. WOW! This reminds me of the 3x multiplier on WPT. Ya gotta cash that shot in right quick! This game now has a HORDE mode and lots of smaller adjustments that are not readily apparent until you put some serious mileage on this table. Thus... more mileage! So gits out and play this game. It's a solid one and in my opinion, a design that is going to age well.

Update v4:
This game is frikkin' DANGEROUS! There are only 2 shots on the PF that are safe. And those ramps are not the most generous "safe" shots either. The biggest targets in the center of the PF are sucker shots. All orbits go in or out of the danger pops! The drops are dangerous at any angle and the Woodbury shot has been known to mystery eject at a dangerous angle back towards the flippers. The new software is very well done and solid play is rewarded with excellent scores. The new Multi-kill code in particular is evidence of this theory in practice. Is this game an exercise in ball control and shot accuracy? Yes. Is it a good operator's game? Yes. Is it a good competition game? Yes. Do most players dread playing this table with good reason? Yes. I guess this deck really is representative of The Walking Dead.

Update v5:
Playing this game with the button on the lockdown bar makes a huge difference in strategic game play. The more I learn about it, the more of a game/decision changer it is. In fact, I have found myself hitting the lockdown bar on the pro a few times when it would make a difference on the Preem/LE. I really like this deck and the added strategy (and admittedly easier gameplay) makes this a great addition to an already challenging and contemplative game.

LYMAN SAVES!

Update v5.1:
Blood Bath, Blood Bath, Blood Bath. Rinse and repeat. Is your ball saver lit? Go for Blood Bath. In multiball? Go for Blood Bath. Not sure what to do? Go for Blood Bath. Timed drops and dangerous shots, that is the name of this game. Everything else worthwhile eminates from there. Lane/ Ramp modes are lit from the drops, that's how you get most of your multikills rolling. You have judge risk/reward with EVERY SHOT. This game is only slightly less unforgiving than BSD for missed shots. Is your game on? It better be. Because you are going to have to earn your big scores on this table. I frikkin' love it!

Update v6:
I played a copy of this game where the bicycle girl ramp was replaced with a pro ramp.

Wow.

Set up this way, this may be stern's finest ruleset, ever.

Update v7:
So I finally got a copy of this game (pro) for myself. And the more I played it the more I realized that the layout was very similar to World Cup soccer. Now, I love World Cup soccer it's a great game and wouldn't you know the people at Stern took a lot of similarities in the layout and the shots and turned it into this table and give it Fantastic rules. The audio upgrade is an absolute must and this may be Stern's best pro version of a game out there.

Scores upgraded accordingly.
6.597/10
9 years ago
I got a chance to play this game in the Mad Scientist's Lab at Lyons Classic Pinball this weekend. I was expecting a boring and lackluster game. I was pleasantly surprised otherwise.

The Pros:
A deceptively well thought out layout with 8 shots including a spinner lane that looks much bigger than it really is, and it isn't that big when you look at it. An unusual rollover layout at the top of the Pf means that EM nudging skills need to be activated when the ball is up there. The whole gist of the game lies within the spinner in the upper left hand of the table. The spinner lights up different aspects of the game's shots and features. This means that your priorities and strategies change with each cycling of the spinner as the game plays on. The BG is bight and happily rips off Frazetta's "Against the Gods" and adds wings to the figure in the center of the composition.

The Cons:
The deathshot special stand-up. Me no likey. Your pops better be nice and crispy, or this game falls flat on it's face right quick. The whole upper 1/3rd of the game feels underutilized. Couldn't the designers put the spinner in the backbox and used that whole corner of the table for gameplay?

The Takeaway:
A much better game than I thought it would be. There are some interesting shots and strategic featuress of this game that will keep a skilled player interested for a good while, esp. if they like this vintage of pinball/ Game Plan decks.
9.084/10
9 years ago
Zaccaria Circus is a game that I have been searching for, for a long time. I found a copy in the middle of the New Mexico desert and had a great time playing it.

The Pros:
This game is blindingly bright and almost psychedelic in it's scheme. The build and collect bonus rules from the spinners to the super dangerous center saucer means that you are shooting all over the PF and ripping the spinners (left) as much as you can for building the bonus ladder. Set up the double bonus and collect from the dangerous center saucer. Rinse and repeat. We have seen this scheme in many great Bally early SS games and this table is right up there with them for me. This PF is cleared like most european tables and plays faster than you might expect. The build and collect bonus ruleset means that you never "win", rather you are always climbing and trying to make your score as high as you can make it. Early SS sounds in an EM game are unusal, but this seems to be standard for many european companies of the day.

The Cons:
These aren't really as much cons as they are "quirks". The "CIRCUS" on the left side of the PF is backwards. Only 1 outline for the cabinet graphics... Really? Hilarious actually. There are more clowns with dicks for noses on this game than any I can even remotely remember. I'm serious. Those wacky Italians really know how to clown around. Once again, surreal and hilarious! I don't understand why the BG looks flat and lifeless as compared to the rest of the art pax this deck posesses.

The Takeaway:
This game is going in the same pile as Zaccaria Space Shuttle. A simple, fast and visually entertaining game that plays very well. Find it if you can and play the heck out of it. You may not ever run into another copy, ever!

Update:
This game is fast and hungry. You'd better be on your toes and ready to play. Because you are going to need to be. Enjoy the game, it won't last long...

Update v.2:
I got to play a copy at the Ann Arbor VFW collection. Had the original backglass. The lady on the left looks like she is staring off into space, and Dorknose the clown's eyes are blowing you kisses. Super strange Zaccaria sounds make this experience even more Surreal!
7.687/10
9 years ago
Wild Card holds the distinction of being the last EM Single player from Williams in 1977. I have been looking for this deck for a long time and I finally got the chance to play one from a private collection.

The Pros:
A great layout that is faster than it originally would give you with it's first impression. Two goals are presented from the ruleset. Are you going to collect the jokers to light and activate the PF features? Or are you going to light the spinner and rip it up! The spinner is where the points are, but also where the danger is. If you miss that shot, it's coming right back atcha' in a random direction AT SPEED! The big shot is the left orbit as it lights the spinner, double bonus and puts the ball at the top of the PF. Collecting all the shots on the PF twice means that the entire table is put to use and the angles that the shots require.

The Cons:
The saucers seem to be more of a luck and less of a skilled shot. Hitting them from the tips of the flippers means that the ball will be moving pretty fast and most likely will bumble out of the aimed shots.

The Takeaway:
This game plays quite well but also shows exactly why EM tech was well on the way out. This game offered many more strategies than the average EM deck of the time, but because of that, was constrained to a single player EM design. A solid EM game. Play it as much as you can, if you can find one.
2.169/10
9 years ago
Smaller bar-corner tables are not usually that interesting or fun. This table takes that concept to all new lows.

The Pros:
Where'd I put my banjo? An interesting drop/standup target scoring strategy, for about 20 seconds.

The Cons:
This game is boring. It looks horrible and plays like crap. And who gave poor Roy Parker that pimp-hat?

The Takeaway:
Unless you are a big Hee-Haw fan or can't live without your Roy Parker memorabilia. Live without this game.
7.533/10
9 years ago
Heavy Metal Meltdown is a relatively uncommon game that has simple, yet great mulitball gameplay to it.

The Pros:
Multiball is awesome! This game features a multiball lock/stack that is only seen in one other game (also designed by Dan Langois) with the "particle separator" from Strange Science. The building and execution of multiball is AWESOME. Scoring 10x on the PF with all balls on the table is a real challenge as this deck does not want to keep all those balls on the PF at once. Stealing locked balls from other players is always satisfying and a great way to look at your opponent and say "Gotcha!". Newtoning the ball into the top of the lock ramp into the pops may not yield much for points, but it sure does feel good. The different guitar licks for the different shots around the table keep the audio interesting and firmly seated in the mid- 80's. BEST TOPPER EVER!!!

The Cons:
Multiball (left ramp) is pretty much all this game has going for it as far as play is concerned.Yeah you can boost your bonus and max out your multiplier at the top lanes. The smaller orbits on the left and right are more luck than skilled shots. The Schatz targets on the inlanes should be worth more than 25k. How about extra ball when lit, and the slings alternate the lit target? There are actually more shots on this PF than one would think. Mystery programmer, WHERE ARE YOU! Imagine getting into multiball and then locking 1,2,3,4 balls into the AMP ramp and THEN... newtoning a ball out of the top of the stack for a jackput multiplied by the PF multiplier!

The Takeaway:
While people may say this is a one shot game, I disagree. You do have to shoot the level 2-5 targets to activate your locks. Multiball leads to awesome pinball rock n' roll action! A deck with siimple yet solid play on it is always fun and while this game may not be the best for a single deck collection, it's not boring as others might suggest. So, if you love big haired 80's heavy metal... this is as good as pinball gets! For the non-metalhead, this is a good game with a simple multiball ruleset. Find one with the Stacked to the ceiling, Boom-Box topper if you can. Rock on Wayne...! Rock on Garth...! Enjoy!

HEAVYYYY!

METALLLL!

MELTDOWN!!!
9.640/10
9 years ago
Alright, I gots to play The Walking Dead pinball game over at Dan Gutchess's spot. I have to say, I am impressed!

The Pros:
A fantastic layout with wide open shots as well as tight orbits. JB must be taking lessons from The King because this game has FLOW! Drop targets that MEAN SOMETHING IMPORTANT TO THE ENTIRE GAME!!! A skill shot that requires... skill (Rollovers are way sweet!). The extra ball shot to the shooter is not really easily hit by the left sling. You have to shoot the short, tight and valuable shot. One wide, steep ramp, on the left and lots of tight accurate shots (through the pops!) all around mean that skillful play is required. The music pax on this game is tense and makes every shot more nerve wracking than it should be. The combo system on this game is righteous and making the combo shots feels a real accomplishment. I need more time on this deck as... I don't know the rules yet, but I will say that reading the rulesheet on this apron made a big difference in understanding the game's priorities. A great game that is easy to understand? Cool! One last thing... this game has the best match sequence EVER!

The Cons:
Bash toy... again? Switches on the well dweller didn't register half the time with direct hits, probably in need of adjustment. I guess that's why Gooch had people over, burn-in play testing! The Skill shot needs to be tweaked from the launch lane to hit the target at the top of the skill shot figure 8. Steep ramps will require fleeeper mechs to be nice and crispy at all times. Sometimes the magnet in front of the barn doensn't pulse and can drop the ball SDTM!

The Takeaway:
Release version software was really solid. Will update again when this game's code is refined. I already like this game better than 'Tallikuh (With it's "finished" software) and I think this game will rank as Tron +1 for me. It's still not AC/DC, but then again... will any game ever be that incredible? Kudos to Stern, John Borg and his entire team for creating a fantastic game. I can't wait to play the LE and have sincere hopes for a Premium. People quoted Gary Stern as saying "This theme is too gross, women won't play it." Gary, if this is true, thank you for reminding yourself that the primary demographic of pinball players are men. Joins Centaur is the Red, white and black color scheme of horror awesomeness!!!

From my initial 6-10 games on this table with other great players, and subsequent play at the 1up... I declare this deck is a PIN-WINNER!

Update: The doors on the barn are liable to break. This seems to be more of a matter of poor engineering as compared to bad play design. Hopefully Stern will release more burly brackets or some type of a physical fix for this issue. Not as much of an issue at home as on the street... but still. The game hasn't been out for 2 weeks and the big toy is failing from operating as it was intended. Score for the toy reduced accordingly.

Update v2:
The more I play this game, the more I respect it. One complaint that I hear about this game is that it has no flow, and that is simply not true. I will say that the flow on this game is uneven comparing the left side of the PF with the two narrow lanes and the wide ramp as compared to the right side with the tight shot through the pops and the narrow ramp. However, I see this as a good kind of a variance in asymmetrical pinball design. This layout requires you to consider and play the table differently from many angles. I am still not sure about some of the rules, especially the combo rules. However, hitting the inlane doubler on a combo shot with Bicycle Girl showed up as an 8.4 million + 1 million for BG. I gotta learn me some combos on this table! Multi-kill can really light up the table and 2x scoring is always a good thing. Make sure to start your well walker before your prison multiball sequence as this stack is crucial to getting good scores on this deck.

Update v3:
The newest version of the software is an interesting adjustment. The refining of the rules has eliminated the prison/well walker stack, but has greatly increased the scoring opportunity of Blood Bath multiball stacks. I'm also surprised how much the lane/ramp modes can be worth with a 2x PF + 2x lane multiplier. 15-20 mil a shot. WOW! This reminds me of the 3x multiplier on WPT. Ya gotta cash that shot in right quick! This game now has a HORDE mode and lots of smaller adjustments that are not readily apparent until you put some serious mileage on this table. Thus... more mileage! So gits out and play this game. It's a solid one and in my opinion, a design that is going to age well.

Update v4:
This game is frikkin' DANGEROUS! There are only 2 shots on the PF that are safe. And those ramps are not the most generous "safe" shots either. The biggest targets in the center of the PF are sucker shots. All orbits go in or out of the danger pops! The drops are dangerous at any angle and the Woodbury shot has been known to mystery eject at a dangerous angle back towards the flippers. The new software is very well done and solid play is rewarded with excellent scores. The new Multi-kill code in particular is evidence of this theory in practice. Is this game an exercise in ball control and shot accuracy? Yes. Is it a good operator's game? Yes. Is it a good competition game? Yes. Do most players dread playing this table with good reason? Yes. I guess this deck really is representative of The Walking Dead.

Update v5:
Blood Bath, Blood Bath, Blood Bath. Rinse and repeat. Is your ball saver lit? Go for Blood Bath. In multiball? Go for Blood Bath. Not sure what to do? Go for Blood Bath. Timed drops and dangerous shots, that is the name of this game. Everything else worthwhile eminates from there. Lane/ Ramp modes are lit from the drops, that's how you get most of your multikills rolling. You have judge risk/reward with EVERY SHOT. This game is only slightly less unforgiving than BSD for missed shots. Is your game on? It better be. Because you are going to have to earn your big scores on this table. I frikkin' love it!

LYMAN SAVES!!!

Update v6:
So I finally got a copy of this game for myself. And the more I played it the more I realized that the layout was very similar to World Cup soccer. Now, I love World Cup soccer it's a great game and wouldn't you know the people at Stern took a lot of similarities in the layout and the shots and turned it into this table and give it Fantastic rules. The audio upgrade is an absolute must and this may be Stern's best pro version of a game out there.

Scores upgraded accordingly.
7.500/10
9 years ago
4 Queens is a great example of what you can do with zipper flippers and a challenging layout/ruleset.

The Pros:
This game is HARD. I played it a dozen times and never got more than 2 out of the 4 queens lit. Completing the 4 queens is a real pinball challenge. The A-B-C-D sequence requires shots to be made all over the PF. Hitting the saucer when the insert is lit will help you out quite a bit. The Christian Marche art package is awesome all around!

The Cons:
Randomness and big points from the center saucer mean that this game can definitely "luck you" for better or for worse. The trick with this is not only this is where the table's biggest points are, but it also activates the zipper flippers! The targets on either side of the saucer are death shots

The Takeaway:
Find a nice one if you can and play away. Expect many frustrating moments that will keep you coming back for more. What can I say? I like hard games.

Update:
This game still makes me look silly with a high frequency. Humbling and hungry outlanes keep game times as short as they can be. Operators must have loved it, until the players didn't.
8.631/10
9 years ago
The replay version of this game (Lucky Strike) came to me as a fluke. I had never played it before and after having messed around with it a bit, decided to jump in and am glad I did.

The Pros:
The playfield is YEARS, (more than a decade) ahead of it's time. I would like to try the add-a-ball version some time. Shots require precision and skill to make the "bumpers on" at the top of the pf is necessary to get good scores. The sling kickers are well implemented and a good shot with the flippers will get the ball back to the top of the pf. A solid shot from the flippers will hit the 100 point standup (hope that strike insert is lit!) and makes you a happy pin-head. the playfield inserts make this a shooters game. The two lanes at the top of the PF alternate being lit which means your skill shot changes as the game plays on. Skill shot AND nudging skills that change require your adaptation skills to be on point! Norm Clark did a great job with this deck. We see this entire lower pf again in about another dozen years with space odyssey/space mission.

The Cons:
The cabinet has a strange shape to it. Hungry, hungry outlanes can turn your game into a luck-fest.

The Takeaway:
If you like Eeeeeetty Beeeeetty Fleeeeper games of this era, get one. The BG animation is nicely done and appropriate to the theme. It's a great playing table. This deck will challenge your immediate as well as your anticipatory EM skills. When set up properly with a tight tilt, this game is a real challenge.
7.701/10
9 years ago
Metro is a game that kicked my ass again and again until, I found it the game's sweet spot and then... WOW!

The Pros:
This game is HARD! The pop bumper rising and disappearing out of the PF is AWESOME!. Keeping the ball on the table with the Bumper up to light all 5 of the colored champagne glass inserts is HARD. The most I have ever gotten is 3. Inserts reset at the start of each ball. Agony it is... I Must play this game more. The art pax on this game is solid. Moulin Rouge windmill and all. Gorgeous women and champagne. What is there not to like? The bike on the BG is way sweet!

The Cons:
This game is HARD! Random shots into the saucers can be maddening as the saucer can disappear when you don't want it to. Games that last over 45 seconds should be celebrated. The theme is unusual, but not out of place, it's just the game is called metro and set in Paris. Am I missing something here? A movie reference or soemthing like that from 1959? Is there a reference to a movie that I am missing? The game is called Metro and is set in Paris. I don't get it. Oh well... Cab art is an afterthought. Good thing I don't play the cab.


The Takeaway:
You would think that a game with no outlanes would be easy... but NOOOOOOO!!!! This game is an ego wrecker the likes of which I have never seen from a game of this era. Only pin-masochists need apply. Now I must work on early 60's pin-fu!

Update:
This game is in the stable now. Steve Kordek's design from 1961 takes no prisoners and tilting your ball means, GAME OVER! Learning how to nudge effectively around the anti-trap 2 inch flippers and everywhere else on the table makes a huge difference in your scores. Just don't tilt. The orbits on the sides can be hit consistently and this is the best way to feed the balls back to the upper half of the PF. The disappearing pop bumper adds strategy to the game from the plunge. If the pop bumper is up, you want it up from the top. If the ball is in the lower PF, The bumper being down gives you a greater chance to get higher up and safer on the PF. Adding advance champagne bubble lights to light up the colored inserts and the associated gameplay features is what this table is really all about. The only way to really do this is from the disappearing bumper or on the dangerous angled advance (non-active) slings. There is also a dead bumper from the upper arch, but it is only on the right hand side. And once the ball is in play, every single contact the ball makes must be made to work for the player's score. While the flipper gap is not that wide, it is wide enough. If you REALLY want to learn how to nudge a pinball game, check this game out!


And you thought Kismet was hard...
8.275/10
9 years ago
Captain Kidd is a pniball table that I had never seen until an old friend surprised me with one in his basement. His wife had it when she was a child and this was "HER GAME". I thanked her for letting me play it.

The Pros:
Wayne and Roy do it again! This game looks fantastic and the subtleties of the gameplay are impressive once they open up to you. Getting the ball into the bumper garden is always exciting, but the real shot on this game is the single rollover in the middle of the table that will complete the 1-5 sequence when lit. There is nowhere to trap the pinball so reflexive flipper skills are an absolute must on this table. Drop catch the ball if you can (and dare) to try and aim you shot. The art package is incredible and I love the fact that the macaw breaks the 4th window to talk to the player. Good action up top with the pop garden... good action at the bottom with the flipper/ standup arrangement. Completing the 1-5's lights a ruby on the PF necklace. Get enough rubies... win a game. I Love it!

The Cons:
With a game as "random" as this (compared to modern games with inlanes and such) hitting the lit rollover is more luck than skill. This game MUST have fresh rubbers and a fast playfield to act as it should.

The Takeaway:
A great Gottlieb game from 1960 that puts emphasis on nudging and physical play. This game is definitely a pinball time machine that will take you back to a simpler yet very challenging era of Americana.

Watch out for the girl on the right of the PF with the patch. She's gonna shank ya'!
8.087/10
9 years ago
Travel Time is an unusual game with timed gameplay mechanic.

The Pros:
A novel idea that was not implemented this well again until Safecracker. This game requires some interesting strategies as there is no bonus and in the case of this game, heading out on the outlanes is a good thing. Where do you put the ball? How do you maximize your time on the PF between points and hitting targets that give you more time (hint... go for more time!) The Christian Marche art package is spot on all around. Even the cabinet is just right! While Vacation like is the best way to describe this theme. Which is strange in the sense that this game is about tension with the clock. The game's action at the top is tight and fast, at the bottom it is open and due to the flipper layout, requires a bit more nudging than most games of this vintage (esp. from Norm Clark) would require.

The Cons:
The saucer is more of a luck than an aimed shot. This game has got to be set up JUST RIGHT, or either the player will play forever and get bored, or they will get worked very quickly and in a frustrated state, walk away to never play this game again. Nothing is more frustrating than just reaching 0 seconds on the clock AND THEN... getting the stop clock target. This table must be fresh, fast and bouncy to play as it should.

The Takeaway:
Find this game and hope that it has been "dialed" properly. If not, just know that the difficulty settings on this game make all the difference. If this deck is in a personal collection, session it out and see if it's nuances and strategies come to your gameplay. If this game is set up properly and adjusted to your play style... it can make your game room a very exciting place to be. The technology is much older, but like Safecracker, this game (when setup properly) is more than a novelty.
8.087/10
9 years ago
Summer Time is an unusual game with timed gameplay mechanic.

The Pros:
A novel idea that was not implemented this well again until Safecracker. This game requires some interesting strategies as there is no bonus and in the case of this game, heading out on the outlanes is a good thing. Where do you put the ball? How do you maximize your time on the PF between points and hitting targets that give you more time (hint... go for more time!) The Christian Marche art package is spot on all around. Even the cabinet is just right! While Vacation like is the best way to describe this theme. Which is strange in the sense that this game is about tension with the clock. The game's action at the top is tight and fast, at the bottom it is open and due to the flipper layout, requires a bit more nudging than most games of this vintage (esp. from Norm Clark) would require.

The Cons:
The saucer is more of a luck than an aimed shot. This game has got to be set up JUST RIGHT, or either the player will play forever and get bored, or they will get worked very quickly and in a frustrated state, walk away to never play this game again. Nothing is more frustrating than just reaching 0 seconds on the clock AND THEN... getting the stop clock target. This table must be fresh, fast and bouncy to play as it should.

The Takeaway:
Find this game and hope that it has been "dialed" properly. If not, just know that the difficulty settings on this game make all the difference. If this deck is in a personal collection, session it out and see if it's nuances and strategies come to your gameplay. If this game is set up properly and adjusted to your play style... it can make your game room a very exciting place to be. The technology is much older, but like Safecracker, this game (when setup properly) is more than a novelty.
5.566/10
9 years ago
Swing along is a fantastic looking Gottliebtable from the early 60's

The Pros:
Supposedly the first game with spinners. Not just one, or two, but three (yes, count them... three spinners HA-HA-HA-HA-Haaaaa... like The Count from Sesame Street) spinners, each with their own artwork!!! The entire art package on this game is solid, especially on the PF. Roy Parker has rightfully earned the respect and favor of many pinheads, and this game is one of the reasons why. Standups and rollovers light the game's features and there is great action in the pops.

The Cons:
The flippers are too wide. Yep. Half the balls launched into play never touch the flippers. Who needs gobble holes with a flipper/outlane layout like this one. Too much luck, not enough game. This game really should be a single player game so the PF features could carry from ball to ball. Ripping the spinners should be so much fun... but this game is not really going to let you do anything with ball control down there. Reflex shots (when you get them) are all you are going to have given to you. Once the ball passes the spinners and the bumper island in the middle of the PF... there's a good chance your ball is on the way to the outhole ASAP! Wayne Neyens doesn't make too many poor playing games, but this happens to be one of them.

The Takeaway:
A nice looking package, but even with fresh rubbers, a waxed pf and high tapped solenoids, this game isn't a player.
3.813/10
9 years ago
Grand Prix is a bit of a gimmick table. This is the first time I have said this about any Lawlor design and it pains me to do so.

The Pros:
This game feels like Safecracker in it's smaller pf layout. The rules are simple and fun. This game has more flow than any other Lawlor design out there. The drop targets are worth shooting for on this table.

The Cons:
I didn't think there could be a worse theme for a pinball game than NasTard... As much as I don't like NasTard, I like this "Limited Edition" even less. Yes, Dale Jr. has proven me wrong. His passionless pasty face adorns the BG, PF and the cabinet. Don't forget to turn left, and left again, and left again, and left again. It's as if I can feel myself losing IQ points as I play the game. All it needs now is a "freebird" mode to make the package complete. "Durrrrr!" I had to give higher marks to NasTard and Grand Prix, just on theme and art package. Turn left. This game has to be well maintained and when the racetrack magnets go... this game actually plays better if the software recognizes that the game's big gimmick isn't operational. Some modes are worthless, others are worth more than wiz modes. The ruleset needs some serious work Bash the car gets old quick. I mean "DURRRRRR"!

The Takeaway:
This can use quite a bit of tweaking to get it "just right". It's a fun game though as long as you don't take it seriously. Not to be seen in any real tournaments soon, if ever. A great game for the kiddies and the fans of turning left. Of course it would help your scores immensely if your name was "Skeeter" or "Clem" or "Durwood" or "Newt" or "Lynyrd" or... DURRRRRRRRR-RURRRUUHHH!
4.849/10
9 years ago
Rotation VIII is a very large cocktail pinball game.

The Pros:
All 4 players can sit down at the table at once. Possibly the best drinking pinball game out there as you can putcher' beer on the PF glass and not worry about having it tip over. The spinner is a satisfying shot. This deck can be played from the north, south, east and west on the same game.

The Cons:
The gameplay, well... it's not very good. The bank shots (luck outlanes) are where the points and bonus multiplier are built. Three pops that do, well, nothing. A third flipper that has horrible placement. The left side of the PF is spacious and boring, in fact the whole game is boring. I have seen 4 copies of this game. Only one was working. Issues with hardware? Very strange plunger placement makes this surprisingly expansive box look like a mutant wood paneled water sprinkler.

The Takeaway:
A great novelty to be shared with friends, for a game or two. Then it's time to move on.

Update:
Playing a game with north, south,east AND west filled is a hoot. May be the ultimate sit down at a party with friends pinball game. The to of the glass is flat, but be polite and putcher drinks on another table. The more the merrier. If you have more than 4 players, rotate your players in and out of the game as well. If you do own this game, know that it uses some technology (electronics and physical mechanisms) that are not found in any other Bally game manufacturers. So your better be good with a multimeter and tech or have someone who is. My friend had to travel between 3 states before he could find someone who could finally fix this beast. And yes it is a beast for size. I know, I helped transport it to one of those other states.

The left slingshot says "poo 8-ball" on it. For real.
7.176/10
9 years ago
On Beam is an interesting and technically ambitious design from Bally in 1969.

The Pros:
This game screams "Space Race" like few others. The entire art package is well done and the BG animations integrate seemlessly into the gameplay. The rules and the features of this game are quite advanced for the vintage of this deck. The extra ball / ball kicker onto the PF from between the flippers when a star is awarded, is quite novel and a real surprise to players when it first happens. The "coffin" lane dividers at the top of the PF are way sweet! This game is surprisingly fast when properly tuned.

The Cons:
This deck plays at such a hectic pace that the "Docking" feature is rather random and adds quite a bit of luck to the gameplay. Quite often the ball is projected back into the PF and all the player can do is say "That was a nice surprise. The gameplay can be boiled down to "keep the ball on the PF as compared to making skilled and deliberate shots. That and there is not really that much to shoot for on this deck. As much as I love mushroom targets, I think the smaller standups are a better layout implementation of this game's ruleset. Balls kicked onto the PF that fall right back into the outhole bum me out.

The Takeaway:
This game comes in two flavors, replay and Add-A-Ball. The strange thing is, both decks play like an Add-a-ball with the stars on the BG and the ball kickback. This was the only other game other than "The Atarians" that Bob Jonesei designed. Another quiet unsung part of the pinball puzzle gave us a very interesting game. Rack up those stars!

I am still getting to know this deck. As I have more information to report... I'll post it here.
3.754/10
9 years ago
Dolly Parton is a game that should have been great. What happened?

The Pros: A brilliant Dave Christensen art package all around. The game that I played at Lyons Classic Pinball had the proto cab on it, which looks great. Could have this suffered the same fate as the original nipply BG that Dolly nixed? The colors and the even the butterflies look fantastic. The farmgirl outfit on the PF is completely different that what is shown on the BG, but so what! Dolly is sexy, smart and smiling all the way! Inline drops. Love 'em!

The Cons:
The gameplay on this deck falls flat. This is lamented by Christensen in his book that Gene Cunningham put together (Broads, Boobs and Buckles: The Pinball Art of Dave Christensen (Broads, boobs and buckles: The pinball art of Dave Christensen) . He didn't like working with George Christian and after playing this deck, I agree with him. The entire left hand 2/3rds of the deck is wasted space. HOW DO YOU MAKE 2/3RDS OF A GAME THIS DEAD AND STILL BE ABLE TO KEEP YOUR JOB AS A PINBALL DESIGNER? Oh yeah... 20k in sales with beginner's luck... and 8 ball deluxe... Alright, maybe he ins't so bad... BUT NOTHING OF NOTE OUT OF THE BOX AFTER EBD!!! I take that back, even the lane on the lower right just above the shooter lane is lame too. Other than the inline drops and the spinner... 3/4THS OF THIS GAME PLAYS LIKE A BAD CAR ACCIDENT! This is the most vapid and boring game from this classic era of bally pinball. VOLTAN plays better than this table, that is how absolutely awful this deck plays. They didn't even get Dolly's tune right. AGH!!!

The Takeaway:
Even though Dolly had final approval on the art package... Mad Dog still got his last laugh in. Look carefully over her head and pay attention to the magenta flames. Look closely! Once you take in the awesome Mad Dog art package, step away from the game while never touching it.

Update:
Inline drops and a spinner. This is a good combo. I can have fun with that. Too bad there isn't anything to shoot for with the right flipper. A surprisingly challenging tourney table when properly tuned. I'm really trying to find the "fun" in this table, really, I am.
8.947/10
9 years ago
A Harry Williams designed pinball game for Bally? Who would have known...

The Pros:
A progressive layout (shades of Stern v.1) that doesn't look like the standard issue Ted Zale layout of Bally at the time. The art package is great! I don't know who did it and the BG certainly looks like Christian Marche or Jerry Kelley put this pax with some wonderful warm and friendly colors. The layout has a bit of Fireball in it with the 2 saucers and the lane to the upper left, but wait... there is an orbit lane to the top with rollovers that activate PF features, SOLID! There are no inlanes on this table, so you'd better be able to use that center post and activate your tap pass feather touch! Hitting the saucers at the right time to maximize your score with the cycling lit inserts scoring as they run up the PF. You will need to prioritize hitting the center/side targets, or the left lane and then the upper left standup behind the gate to open the gate to the shooter lane as both the outlanes on this game are hungry hungry pin-hippos.

The Cons:
Try to find one if you can. It took me years.

The Takeaway:
A stunning and relatively rare game with a good deal of game in it when properly tuned. Harry Williams only designed 2 games for Bally. This and the similarly themed (and featured, but not laid out) Firecracker. I'm still looking for a firecracker and that game had decent production numbers as compared to this one. This game looks and plays great! On my want list.
7.425/10
9 years ago
Stern and Mike Kubin put together a much better deck here than most people take it for.

The Pros:
A solid layout with angles on the side designed to keep the ball moving side to side. Every time that the ball comes down the PF, you had better be ready for whatever this game gives to you to work with. Your ball control skills better be on point as the outlanes on this deck are borderline sadistic. Ripping spinners is always a treat and both of the orbits are in the "sweet spot" of their respective flippers. Light the spinners and tear it up!!! Getting 2x is tough at the left saucer, and I love that the 3x shot is at the other saucer at the top of the playfield. Do you put 10k on your bonus with a strike and chance a center drain? Decisions, decisions, strategic choices to make. Light the special... but which target will it cycle to?

The Cons:
The BG is ugly to me. Especially the girl with the watermelon watermelons. BG's also seem to be prone to flaking with this title. The rest of the art package is serviceable with the exception of the front of the cab which is just plain boring. The pops had better be fresh and crispy, or this deck falls flat up top. Bonus tends to be a gimme as the ball bounces side to side across the ten-pin arrangement mid-PF.

The Takeaway:
A great playing game that can be had for Stern (v.1) cheap. I like this game better than the great looking but much more boring Strikes and Spares. When properly tuned, this game is a PLAYER!
8.013/10
9 years ago
Stern Spiderman is a great playing game. I was just not as into it as much as other Stern gmaes. Upon recent review... this is changing. The more I play this game, the more I like it. As Martha would say... "It's a good thing..." and this is a really good pinball.

The Good: Artwork and theme are very well implemented. Bonesaaw! Great shot. Full on Steve Ritchie PF design! The ball does not stop moving until you get to the final wz mode. This game has FLOW! The integration of the theme is one of the best I have ever seen. Stack your modes and THEN hit a multiball for maximum playability. Double and Triple scoring shots are way sweet! This game is a players game and there is lots and lots to do. Stacking is king here and to get your first mode and then your Doc Oc... you pretty much need to hit every shot in the game from the start. The LE version has a rumble motor and the spiderweb flipper guards are perfect for this table. Kudos to Lyman and Co. for the revised (and revised and revised) code. Gary Stern... give this man a raise. Lyman and his like make your good games GREAT GAMES! The upgraded sound system on this deck makes a difference with how this game sounds in a big way.

The Bad: Sounds are tinny and thin. Maybe turning up the sound will help. Or maybe upgraded speakers? Considering SR did World Poker tour... I thought the Green Goblin would have had drop targets. Movie clips on the DMD are muddy. Hit Doc Oc over and over and over.... The ramp from the upper right flipper either is super smooth or I just can't seem to hit the damn thing. I like the translite design and colors better than this backglass (I can't believe I'm saying that...).

The Takeaway: A great design and a real players table. It took me a long time to "get" this game. Playing with some other pin-heads who I respected made me see even more great things about this deck. Sometimes the games can be long, but that's not always a bad thing. The best Stern games in my eyes: TSPP, LOTR, AC/DC and then Spiderman, WPT, Tron , Ripley's, after that, a bunch of games lumped together including: Monopoly, Family Guy, Iron Man, Avatar and X-men. The rest... I forget.

Update:
The more I play this game, the more I like AND respect it. This deck is a true player!

Update v2:
At the world championships I witnessed Jorian Engelbrektsson (Former PAPA champ and current world champ for 2014) utterly destroy this game with over 400 million on the first ball by hitting Doc Ock over and over and over and over and over and over and over and over and over and over... This qualifies as an exploit to me and after having played this game with that strategy (and having found it successful), I have to significantly reduce the scores on gameplay and longevity. This is a good game, but not a great one and because of that, it joins the ranks of Medieval Madness and just about every game JPop ever produced. It's a damn shame too. Can I still play this game for fun... yes. But when the win is on the line... I'm shooting for Doc Ock again and again and again and again and again and again...

So disappointing. This game is off the wishlist.

Update v3:
Now that I have gotten over myself and played more of this game, it's great when you play the entire game. Can you still Doc Ock all day? Yes. But double/triple the right ramp and hit super hero... big points! This PF design just FEELS right. I still wish there was more to do with the shot under the upper right hand flipper, but man... it is really hard to find much fault in this deck. I like this game a lot and have re-upped my scores on it's rating.

Spider Pig!
Spider Pig!
Does whatever a spider pig does!
Can he swing from a web?
No he can't
He's a pig
Lookout!
He is the spider pig!!
7.830/10
9 years ago
Flipper Clown is game from the great mind of Wayne Neyens.

The Pros:
Do you light your pops or go for a lit lane at the top of the PF? A great "Beat the score" column feature that plays a bit like blackjack. Beat the score on the left column... get an extra ball. This deck is filled with Add-A-Ball goodness! The post between the flipper lanes makes sure that you can nudge for the ball as well as flip it. Great action in the pops. The sledgehammer wielding clown in the Backbox is way sweet!

The Cons:
The Roto Target is deadly to shoot at. But ya gotta do it! Getting the ball back into the upper PF is the hardest thing to do on this game.

The Takeaway:
A great looking game that will keep even the most jaded Attack From Mars pinheads entertained, once they know what to do with the ruleset. This deck is a player!

Update V1:
That little rectangle in the middle of the glass is to grease-pen in your high score. My opinion of this game really hasn't changed. Nudging skills are king and getting the ball back into the pops is never easy. All that is left is to shoot for the roto target. building and collecting the numbers 10x from the targets is a rush and the add-a-ball sequence is interesting as the number on the right hand side of the roto-bonus ladder has to be higher than the one on the left hand side. I absolutely love the BG animation that happens when you achieve this feature on the game. This is what they mean by the number to beat on the left and the player's number on the right. Very simple, never easy, and sometimes... downright brutal. The funny thing is that the last line on the rulecard says:

"Enjoy yourself"
6.698/10
9 years ago
Domino is one of those EM games that needs to be set up properly to play as it should. But when it is "dialed", it's a true player.

The Pros:
Roto-targets are way sweet. Alternating inserts at the top of the PF require skillful plunging and nudging. The saucers score big points and the roto-targets require thoughtful choices before trying to pass the ball through either window. The saucers are your safest bet for solid points, but getting the ball up there consistently from the lower PF is not always an easy task. The lower standup arrangement reminds me of shipmates. With all of the points being offered being so small, this game balances out quite nicely with the scores it doles out. With no way to get back to the shooter, the balls you plunge are the balls you get.

The Cons:
The art package/ theme is a stinker. I can't imagine any woman at any period of time in the history of the world wanting to be called Ms. Wonderbread. Because, that's what I'm calling her. The center roto-island can be a complete deathtrap of center drains.

The Takeaway:
A solid game that really needs to be tuned and kept up more than most EM's from this era with Wax, PF rubbers, flipper kits (updated coils maybe?) and possibly a hi-tap setting.
6.939/10
9 years ago
PlayMates is one of those EM games that needs to be set up properly to play as it should. But when it is "dialed", it's a true player.

The Pros:
Roto-targets are way sweet. Alternating inserts at the top of the PF require skillful plunging and nudging. The saucers score big points and the roto-targets require thoughtful choices before trying to pass the ball through either window. The saucers are your safest bet for solid points, but getting the ball up there consistently from the lower PF is not always an easy task. The lower standup arrangement reminds me of shipmates. With all of the points being offered being so small, this game balances out quite nicely with the scores it doles out. With no way to get back to the shooter, the balls you plunge are the balls you get. AAB rules mean that the star on the roto-target becomes much more valuable than what is offered on Domino, the replay version of this deck.

The Cons:
The art package/ theme is a stinker. I can't imagine any woman at any period of time in the history of the world wanting to be called Ms. Wonderbread. Because, that's what I'm calling her. The center roto-island can be a complete deathtrap of center drains.

The Takeaway:
A solid game that really needs to be tuned and kept up more than most EM's from this era with Wax, PF rubbers, flipper kits (updated coils maybe?) and possibly a hi-tap setting.
6.943/10
9 years ago
PlayBall is one of the few games Gottlieb made with a center kicker for the ball to enter the PF.

The Pros:
A well laid out PF that requires accurate shots to the top of the PF as well as to the Vari-targets. Multiple scoring strategies that are seen in a few other baseball pins are here as well. Good action in the pops up top mean that nudging makes a difference in the amount of men you are able to place on base to add up your runs. The combination of standups that light the rollovers means that each standup you hit has a rollover that needs to be shot at as the game progresses. Vari-targets offer men on base AND solid points.

The Cons:
No skill shot. This game suffers the same fate as any game with a Vari-target. If the target is not tuned properly, the game will not play as it should and half the PF falls flat. The outlanes on this deck are some of the deadliest ever conceived!

The Takeaway:
If you can find this game in good shape with a fresh rubber kit, good motion in the vari-targets and whisper touch activation on the slings, play it!

Update:
I got to play a well tuned copy at the VFW and they did a fantastic job of hi-tapping and giving this game some more action. The pop garden in particular REALLY need to activate to bring this table to life. I miss a plunge/skill shot on this table, but there is so much to shoot for that I don't really mind. Keeping the ball in the pops and hitting the standups and the upper lanes is the way to go. Lots of triples to be had up there. The vari targets are super fun and super dangerous. Go for it if you dare... A fun game that can still be played for runs or high scores. Either way, an enjoyable and great looking game from the 70's from Master K and Gordon Morrison.
6.531/10
9 years ago
HomeRun is one of the few games Gottlieb made with a center kicker for the ball to enter the PF. This one also has the added feature of AAB (which if memory serves, is tied to the runs scored, I could be wrong, if a game owner can verify how balls are added to this game, I'd appreciate it).

The Pros:
A well laid out PF that requires accurate shots to the top of the PF as well as to the Vari-targets. Multiple scoring strategies that are seen in a few other baseball pins are here as well. Good action in the pops up top mean that nudging makes a difference in the amount of men you are able to place on base to add up your runs. The combination of standups that light the rollovers means that each standup you hit has a rollover that needs to be shot at as the game progresses. Vari-targets offer men on base AND solid points.

The Cons:
No skill shot. This game suffers the same fate as any game with a Vari-target. If the target is not tuned properly, the game will not play as it should and half the PF falls flat. The outlanes on this deck are some of the deadliest ever conceived!

The Takeaway:
If you can find this game in good shape with a fresh rubber kit, good motion in the vari-targets and whisper touch activation on the slings, play it!
6.946/10
9 years ago
Wild Wild West is one of those simple, but never easy EM games that features a risk/reward scoring setup that is hard to beat.

The Pros:
Build and collect your scores from the Vari-Targets and the saucers (usually most easily scored from the side lanes) and rinse and repeat if you can and you dare to. Hitting the rollovers on the upper half of the PF is best done from the plunge. The space between the Vari-Target islands is just enough to get the ball easily up to the pops and getting some more action (and points too!).

The Cons:
This game may be too simple. I'd like the pops to have more power for more action at the top of the PF. Unless you REALLY are sure about your shot and those eeety beeety fleeepers are up to the task, those vari targets are TOUGH! In this sense the AAB version of this deck excels as knocking the vari-target all the way back to score the AAB is a much more enticing prize.

The Takaway:
This deck better be tuned and bouncy if it is going to hold your attention. This is especially true for the PF mechs in the pops and the action of the Vari-targets themselves. Consider finding Lariat (AAB version) of this game design if at all possible.
7.235/10
9 years ago
Lariat is one of those simple, but never easy EM games that features a risk/reward scoring setup that is hard to beat.

The Pros:
Build and collect your scores and AAB's from the Vari-Targets and the saucers (usually most easily scored from the side lanes) and rinse and repeat if you can and you dare to. Hitting the rollovers on the upper half of the PF is best done from the plunge. The space between the Vari-Target islands is just enough to get the ball easily up to the pops and getting some more action (and points too!). Are you brave and skilled enough to Add that ball to your ball count?


The Cons:
This game may be too simple. I'd like the pops to have more power for more action at the top of the PF. Unless you REALLY are sure about your shot and those eeety beeety fleeepers are up to the task, those vari targets are TOUGH! In this sense the AAB version of this deck excels as knocking the vari-target all the way back to score the AAB is a much more enticing prize.

The Takaway:
This deck better be tuned and bouncy if it is going to hold your attention. This is especially true for the PF mechs in the pops and the action of the Vari-targets themselves. Between Wild Wild West (replay) and this version of this design, consider finding Lariat if at all possible.
4.496/10
9 years ago
I have only played this game once and it was not in the best operational shape to be had.

The Pros:
A very silly theme with lots to shoot for on the PF. The 2 and three ball multiball rules are interesting, but that's about it.

The Cons:
After having played this game a few times I could see why it didn't make the production line.

The Takeaway:
4 flippers, 7 pops and 15 drops, and the game still doesn't take hold of ya? Go play some El Dorado instead. Some people will search for this game due to it's rarity, but unless I get the chance to play this game in better playing shape (I had enough trouble finding the first copy to play), I'm not going to place any confidence in the game within this game.
6.711/10
9 years ago
Hi-Score Pool isn't really a pinball game. It is a modifed bowler game that uses a similar mechanism that mini bowlers/ puck bowlers do. It works pretty well.

The Pros:
This game is fun. A simple take with a novel twist makes this table a great game to compete with friend. Completing a rack without losing a ball is a real challenge. Lighting up all the billiard balls reaches deep somewhere inside of you and says: "Yeah!!!!"

The Cons:
The Art pax is meh. No art at all on the PF, really?

The Takaway:
This is a fun game. It will probably do well in a larger collection and should be put right next to the bar for friendly bragging and wagering. Play one if you can, if only for the novelty of saying you played it. I'd also recommend that you play it with a friend.

Update:
This is a great game to have at a pinball party. Lots and lots of fun. Is it what most people would call "pinball"? Probably not. But this game is a hoot to play and share with friends!
7.703/10
9 years ago
Robo-Wars is a much better game than pinball players think it is.

The Pros:
This game sounds absolutely fantastic. IPDB states that John Trudeau used Sinbad/Eye of the tiger as inspiration for this design. The drop targets are in a similar layout, but the rest of this layout really sings. The two orbit shots to the top of the PF require solid aim and if you have the spinner lit from the right outlane and you rip it! Sweeet 10k spins will make your day. Bonus multipliers with 7 inserts spelling ROBOWAR mean that bonus can take off in this game. However memory fails me if you spell out ROBOWAR and then start back at R after completing your sequence, does your bonus drop back down to 10k? The music and the light show that accompany the multiball sequence are top notch.

The Cons:
Finding one in good shape can be an ordeal. That is IF you can find one. Finding parts / boards for a system 80B game can be difficult. The ruleset is shallow, esp. when compared to other games of the same vintage made by Bally and Williams. If this game was made in 1979, it would have caused waves. However this deck was made in 1988 and is a great example of why Gott/Premier lost touch with the players and to a lesser extent, the operators of the late 80's. Compare this deck to: Blackwater 100, Banzai Run, Cyclone and Taxi (heck even Swords of Fury!), and the difference is abundantly clear as to who was making better tables at this time. The PF and the cab are OK, I don't care for the BG in the least.

The Takeaway:
Between this deck and TX Sector, Victory, Hollywood Heat, Genesis, Diamond Lady, Bad Girls, and a few others that I'm forgetting, Premier made some seriously underrated decks with great layouts that sound great! Seriously, I don't usually recommend a game on how good it sounds, but this game is pure digital effects heaven. Multiball is simple and if the game is set up correctly, will keep players on their toes. Find it, play it and if you are at a nice copy, you will discover a simple SS deck that has that "1 more game" quality down solid.
6.082/10
9 years ago
Hayburners is a Harry Williams design that is not easy to find, but when you can, give it a whirl.

The Pros:
Headbox animation is king on this table. Getting a horse to finish is fun, but that's all this game has to offer for play. The art package is the best!!!

The Cons:
This game is not much for skill (even nudging) and is much more about chance. But then again... this is horseracing. All the work in this table is done in the pops.

The Takeaway:
Have a game or three on it and enjoy the hoss'ss!
6.275/10
9 years ago
Hayburners II is an interesting game that would go well in a larger collection.

The Pros:
The premise and game play are spot on for a horse race. The BG animation/ head are exactly what this game needs. Play with a friend to really get the feeling of competition going with this deck. Looooong shots to the top and tight lanes on either side require solid on the fly aiming skills.

The Cons:
There really isn't much to do on this table. Once the horses reach the finish line, you can go for the standups, but that's the depth of the ruleset. The flippers have to be the widest I have seen for an early 3" flipper EM game. Ball times are incredibly short.

The Takeaway:
A great novelty game to play and have some fun with. Play with a friend for maximum fun and enjoy the (short) ride. Putting money on your games makes this game feel like you really are betting at the track!
7.837/10
9 years ago
Sweethearts is a great example of why gottlieb was the pinball king of the 1960's.

The Pros:
A great "V" pop bumper layout at the top of the PF keeps the ball moving with more speed than you'd initially guess it would. 5 lanes at the top means that you have 5 skill shots to consider as your game progresses to light all 3 of the special inserts at the gobble hole. Lighting the other 2 specials are easier as these are accessed from the 3 rollovers on either side of the PF. But that is still no easy task. If you like wedgeheads... this may just be your ticket to pinball paradise.

The Cons:
You gotta lose to win... Are you going for high scores or replays? Only the gobble hole knows! Those outlanes are gaping maws of pin-death...

The Takeaway:
A true player that requires you to plan every plunge, flipper shot and strategic decision at all times. Considering this game was made in 1963, it has an excellent balance of skill, strategies and ball times. Wayne Neyens and Roy Parker make a damn fine pinball team. The play it again factor on this game is incredibly high.
7.937/10
9 years ago
Carnival is a game that I was fortunate enough to play at the PHoF.

The Pros:
A simple layout with a flipper array that tells you there is nowhere to hide. The unusual flipper mechs keep things lively and make you activate your adaptation skills right quick. The saucer with the "leg spreading action (tm)" is possibly one of the coolest PF gizmos that I have ever seen put on a PF. Are you going for points on the upper PF? Or are you trying to hit the saucer. Lots of targets to shoot for on the lower PF, lots of action on the upper PF.

The Cons:
Finding one. I have to visit Timmah if I want to play this deck again.

The Takeaway:
Make your Pin-Jihad to to PHoF. Find it. Play it. Your life is now complete.
6.784/10
9 years ago
The Pros:
Great action up top and a dual layered PF "goal" means that this game keeps on ticking as long as you can keep on flipping. Hearing the bell when you score a goal is a real treat. You actually have 3 options with scoring. Are you playing for the blue team, the red team or for points? Trying to beat the other team is surprisingly difficult when the pops start to send the ball careening all over the PF. I am a big fan of the PF AND the BG animation on this deck. Features galore!

The Cons:
Not the biggest fan of the BG. It's rather bland and boring. The center standup is the epitome of a deathshot. The kicker in the middle of the PF needs to be adjusted to keep it from hitting the standup and feeding the kicker over and over and over and over, by far this is my biggest issue with this deck.

The Takeaway:
Soccer is a really good game when properly maintained. Beware of the outlanes, as these are some of the hungriest I have ever met in my entire life. Norm Clark created a surprisingly deep job on this EM deck from 1964. Check it out!!!
8.106/10
9 years ago
Odds and Evens is a great looking game from Jim Patla, Dave Christensen and the Bally team.

The Pros:
"Mad Dog" Christensen once again represents the epitome of pinball artwork. This deck is beautiful. The ladies with the curves are always a welcome sight. The gameplay is solid and requires many trips back to the top of the PF to roll over all the tic-tacs that light up the PF features. I like the saucer on the left orbit as a hard shot passes it, but a softer/indirect bounce from the pops will land in it.

The Cons:
That exit from the right lane has a nasty habit of either draining on exit or hitting the left sling to the right outline. AGH! The center saucer is more luck than skill and many times, the ball passes over the saucer to or from the flippers without scoring.

The Takeaway:
This game is proof positive that Master Zale lives on through his students at Bally Pinball. Expect a challenge from this table and have a great time while you curse your skill and luck.
8.106/10
9 years ago
Odds and Evens is a great looking game from Jim Patla, Dave Christensen and the Bally team.

The Pros:
"Mad Dog" Christensen once again represents the epitome of pinball artwork. This deck is beautiful. The ladies with the curves are always a welcome sight. The gameplay is solid and requires many trips back to the top of the PF to roll over all the tic-tacs that light up the PF features. I like the saucer on the left orbit as a hard shot passes it, but a softer/indirect bounce from the pops will land in it.

The Cons:
That exit from the right lane has a nasty habit of either draining on exit or hitting the left sling to the right outline. AGH! The center saucer is more luck than skill and many times, the ball passes over the saucer to or from the flippers without scoring.

The Takeaway:
This game is proof positive that Master Zale lives on through his students at Bally Pinball. Expect a challenge from this table and have a great time while you curse your skill and luck.
3.238/10
9 years ago
Criterium (and its numerous variants for the street and home) is a game that isn't that much fun to play.

The Pros:
The spinner. That's about it for the gameplay. The art package is frivolous and silly.

The Cons:
The 3 captive ball targets are fun in an Algar kind of way, which means, it's boring. The creepers on the BG smoking cigs imagining what it would be like in bed with the girls remind me of why I don't like smoking or creepy culture spots, like Los Angeles. Gameplay is slow where it needs to be fast and fast where it needs to, well you get it. I think this game is a boat anchor.

The Takeaway:
I played this game in of all places, a bike shop. The bikes were better.
3.238/10
9 years ago
Criterium (and its numerous variants for the street and home) is a game that isn't that much fun to play.

The Pros:
The spinner. That's about it for the gameplay. The art package is frivolous and silly.

The Cons:
The 3 captive ball targets are fun in an Algar kind of way, which means, it's boring. The creepers on the BG smoking cigs imagining what it would be like in bed with the girls remind me of why I don't like smoking or creepy culture spots, like Los Angeles. Gameplay is slow where it needs to be fast and fast where it needs to, well you get it. I think this game is a boat anchor.

The Takeaway:
I played this game in of all places, a bike shop. The bikes were better.
3.238/10
9 years ago
Criterium (and its numerous variants for the street and home) is a game that isn't that much fun to play.

The Pros:
The spinner. That's about it for the gameplay. The art package is frivolous and silly.

The Cons:
The 3 captive ball targets are fun in an Algar kind of way, which means, it's boring. The creepers on the BG smoking cigs imagining what it would be like in bed with the girls remind me of why I don't like smoking or creepy culture spots, like Los Angeles. Gameplay is slow where it needs to be fast and fast where it needs to, well you get it. I think this game is a boat anchor.

The Takeaway:
I played this game in of all places, a bike shop. The bikes were better.
3.238/10
9 years ago
Criterium (and its numerous variants for the street and home) is a game that isn't that much fun to play.

The Pros:
The spinner. That's about it for the gameplay. The art package is frivolous and silly.

The Cons:
The 3 captive ball targets are fun in an Algar kind of way, which means, it's boring. The creepers on the BG smoking cigs imagining what it would be like in bed with the girls remind me of why I don't like smoking or creepy culture spots, like Los Angeles. Gameplay is slow where it needs to be fast and fast where it needs to, well you get it. I think this game is a boat anchor.

The Takeaway:
I played this game in of all places, a bike shop. The bikes were better.
3.238/10
9 years ago
Criterium (and its numerous variants for the street and home) is a game that isn't that much fun to play.

The Pros:
The spinner. That's about it for the gameplay. The art package is frivolous and silly.

The Cons:
The 3 captive ball targets are fun in an Algar kind of way, which means, it's boring. The creepers on the BG smoking cigs imagining what it would be like in bed with the girls remind me of why I don't like smoking or creepy culture spots, like Los Angeles. Gameplay is slow where it needs to be fast and fast where it needs to, well you get it. I think this game is a boat anchor.

The Takeaway:
I played this game in of all places, a bike shop. The bikes were better.
5.184/10
9 years ago
Skipper is a game that just doesn't get the balance right.

The Pros:
The combination of vari-targets and a 1x, 2x, 3x collect saucer is brilliant! The art package is silly, entertaining and fun!

The Cons:
The vari-targets are death shots for such a wide space between eeety beeety fleeepers and the saucers are as likely to be landed with a sling bounce as compared to an aimed/reflex shot off of 2" bats. Now the best thing about this game is relegated to a dare/luck strategy. Don't get me started on the flipper in the middle of the PF, what a waste!

The Takeaway:
Unless this game is tuned, fresh and has a liberal tilt mechanism on it… I'd be wary of playing it for the level of frustration that it would build inside of my fragile emotional pinball state of mind.
6.386/10
9 years ago
Night Rider is one of those games that looks simple, but is never easy. Set to 3 ball and with the settings made more difficult, this can be a pure pinball challenge.

The Pros:
A skills game that is deceptively tricky with outlane drains. You had better be on top of your ball control game otherwise the slings will get the best of you. Shots to the drop targets start the side to side motion as well and you need to hit those targets to get your bonus up and running. The spinners are fantastic on this deck. Get them lit and get them spinning! Paul Faris is still in his looking like Dave Christnsen phase here, but who cares?!? The PF artwork is simple, bright and very pleasing to the eye. Grek Kmeic's pinball science is shown here in all of it's glory. Check out his interview in the Marco Rossignoli book (I can't remember which one at the moment) regarding his design maxims and his tutelage working under the man, Ted Zale. Simple, but never easy. Love the saucer at the top of the PF. We see this again in HGTR's and Paragon and a bunch of other Kmeic decks. And finally, a Booom-Chickey-Wow-Wow for the waitress. Boy that trucker looks happy to be getting some coffee. This deck sounds great!

The Cons:
Once you get a hold of this game, it can get out of hand and never seem like it's going to drain... and then it drains. The center standup is a deathshot. Don't aim for it, ever. Why don't I ever see a waitress at the truck stop looking like Ms. HotPants?

The Takeaway:
If you remember Smokey and the Bandit, you WILL love this deck. This table has to be setup right to be a challenge. But when this game is fresh, waxed and bouncy., Oh boy, watch out! Some people will look at this game as a gimme, but when properly cared for, mainteined and nastified, this is a solid game with solid play requiring your attention and skills at all times. Greg Kmiec and his team did a great job with this table. Now go gitcher' self some truck stop love...

Puttin' the hammer DOWN!

Update v.2:
Yeah... The rules. It's the rules. From the rando-arch at the top to the maybe the double bonus will light, or not. How many trips will you need to take to the top to get what you need for a big score. While I love the layout of this game, the rules do not have the balance or the reliability that this difficult layout demands. A real shame. Because I love shooting this game.

Put another one down to enjoy as long as you don't pay attention to your score. Scores adjusted accordingly.
7.904/10
9 years ago
Bow and Arrow is another solid game from the reliable and underrated designer Greg Kmiec.

The Pros:
Double spinners that will be seen again in the righteous Harlem Globe Trotters that lead to a very active garden of pop bumpers. The saucer in the upper left hand corner of the game is king for bonus collect as well as giving the player a moment of rest before the pinball madness resumes. Making the return lane is always satisfying. The art package is Christian Marche doing his non-pointy-people thing and making the horned poodle hunt look like an exciting event. 10 rotations of the spinner to add to the bonus means that ripping the spinners is fun, satisfying and worth the chaos in the pop bumpers that ensues after the shot is made. Build and collect bonus on the PF is always a great way to play pinball!

The Cons:
A-B-C-D targets seem to come to the player more by chance than by aimed shots. The B and D targets in particular are dangerous shots, so why take them if you don't need to? The Center standup is a sucker shot if I ever saw one. The return lane is accessed more often from the pops than it is from an aimed flipper shot.

The Takeaway:
A good, but not great game from Bally and Kmiecs team in late '74. Imagine what this would have looked like with a Dave Christensen art package?!? Find the SS version if you can!

Update:
I got the chance to play a REALLY nice copy of this deck and I have to say... I had a great time. This game once again cements my opinion that Greg Kmeic is one of the most underrated pinball game designers ever to have graced the silver ball. I absolutely love build/collect bonus games. If you can get the bonus maxed, you can just forget everything else that is going on with this table. I do wish that the bonus collect would reset the bonus to 1k. The little lip at the bottom of the left side from the saucer lane should tip the ball to the PF in an irregular manner/ towards the right sling, So you can anticipate the exit with nudging or take a chance with what the game gives you. Boy, those outlanes are DEATH! Lots of spinners and pops are loads of fun! Looking more closely at this deck, I see quite a bit of Harlem GlobeTrotters in the making.
2.364/10
9 years ago
T.K.O. was the last wedge head made by Gottlieb.

The Pros:
The cabinet looks great.

The Cons:
Everything else about playing this game is a dud. No drops, no interesting shots. If this game was made in 1967, it still would have bombed. I can't believe this game came out of the mind of Master K!

The Takeaway:
Games are rare for many reasons. This one happens to be rare because it is an ugly remnant and reminder why Gottlieb lost their pinball crown. Don't walk, RUN away from this deck! It's a horrible looking and playing table.
6.671/10
9 years ago
I usually don't review flipper less games, but this one was at the Pinball Hall of Fame and I enjoyed more than a few plays on it.

The Pros:
Skillful plunging and nudging is what this game is all about. From the top to the bottom, you will need to work this game to get the ball to spell out Ron-Dee-Voo and light up the specials. Double Bonus at the bottom gobble hole is always worthwhile as your only other option is to head out the out hole with no discernible addition to your score.

The Cons:
No flippers. The PF is full of text telling you what you need to do with gameplay, but other than that is boring and devoid of any character.

The Takeaway:
In many ways this is a forgotten part of pinball games today as ramps and orbits feed directly to the flippers. This game is a reminder of what pinball used to be and what the game we know today was built upon.
2.067/10
9 years ago
Circus is possibly the worst playing Bally game from the early 70's.

The Pros:
A bright and surreal art package by Dick White (Yeah, bite me IPDB Censor-bot!).

The Cons:
Is there a pinball game in here? Because if there is... I can't find it! Crummy rules and nothing to shoot for. Dead spots all over the table and, no game within this box at all.

AT

ALL

The Takeaway:
I rolled it with the 100k light on as of ball 2 and walked away. I just couldn't stand to play it anymore! It's a great game, as long as you don't play it. Jim Patla, what is the reason for this game? Low BOM? A game to give the kiddies nightmares? This is his worst design by a LONG mile!

Remember the old Wendy's tv ad's from the early 80's... yeah... Where's the beef?
7.180/10
9 years ago
Spin to win at Fun Park.

The Pros:
The spinners on this game are wonderful. The Steinholm BG is one of his best. The combination of spinners and numbered targets keeps things lively all the way through the alternating special. Rip the spinners and have fun chasing that special as it jumps reom 1-10. Add-a-Ball secials keep the fun rolling as long as you can keep hitting them.

The Cons:
The PF and cab are full of meh.

The Takeawy:
A great Eeety Beeety Fleeeper game from Gottleib. I still have a preference for Snow Queen/Derby, but this game is fun in it's own right. Give this deck some time and it will grow on you.
7.180/10
9 years ago
This is the Italian export version of Fun Land. Attached is my Fun Land review.

Spin to win at Fun fair/land.

The Pros:
The spinners on this game are wonderful. The Steinholm BG is one of his best. The combination of spinners and numbered targets keeps things lively all the way through the alternating special. Rip the spinners and have fun chasing that special as it jumps reom 1-10.

The Cons:
The PF and cab are full of meh.

The Takeawy:
A great Eeety Beeety Fleeeper game from Gottleib. I still have a preference for Snow Queen/Derby, but this game is fun in it's own right. Give this deck some time and it will grow on you.
6.572/10
9 years ago
Spin to win at Funland.

The Pros:
The spinners on this game are wonderful. The Steinholm BG is one of his best. The combination of spinners and numbered targets keeps things lively all the way through the alternating special. Rip the spinners and have fun chasing that special as it jumps reom 1-10.

The Cons:
The PF and cab are full of meh.

The Takeawy:
A great Eeety Beeety Fleeeper game from Gottleib. I still have a preference for Snow Queen/Derby, but this game is fun in it's own right. Give this deck some time and it will grow on you.

Update:
The 5-50-500 random scoring from the spinners really make this game a luckfest. Have fun batting .333. Scores reduced accordingly.
4.665/10
9 years ago
Show Boat is a game that requires more "tuning" to be a decent playing game.

The Pros:
Roy Parker kills it with the PF and BG. Les Girls and watermelon are way sweet! This is the best thing about this game. You might as well keep this thing in the corner to "look pretty".

The Cons:
Where's the game in this deck? You might as well not even have flippers on this table, Once the ball gets past the pops, it ain't goin' back up past them again. Not that I play the cab, but this is the most boring and uninteresting cab design ever. The flipper activation/ design takes a bit of time to get used to.

The Takeaway:
I'll admit that the copy I played was not in the best of shape. I also have trouble believing that Wayne Neyens and Gottlieb would release a game with so little "game" in it. If I get a chance to play this deck again that is nicely tuned, I'll give it another chance to shine. As in ONE more chance, but I'm not holding much hope for this design. Wayne Neyens didn't make too many flops, but this sure seems like one of them. As it stands, this game is the "trophy wife" of Gottlieb's stable of games for me.
7.548/10
9 years ago
Royal Guard is a game that is much more than it first appears.

The Pros:
Master K broke out the "simple but never easy" maxim on this deck. The targets sliding to the left and sliding to the right and how they light up different features on this deck is utter pin-genius. A deceptively simple PF that if well maintained (and high tapped) is much faster and has more action in it than one would expect from a game with eeety beety fleepers. Hitting all 5 lanes from the plunger lane requires a soft touch and solid nudging skills. Make sure the last lane is the center "C" lane for the special. The "one more game" factor on this deck can be incredibly high.

The Cons:
The ravenous outlanes are death. Deadly, deadly, drainy pin-death.

The Takeaway:
A simple and entertaining tablewith quite a bit of game in it when properly maintained. Imagine that...
4.124/10
10 years ago
Black Belt is one of those rare games that is rare for a reason.

The Pros:
A crazy upper playfield with an inverted flipper that shoots a ball up a ramp and down the PF at the same time. Drop targets with standups behind them are always a good thing in my book. Hitting the upper left to upper right ramps shots repeatedly is incredibly satisfying. The mid- playfield lanes that drop to the outlanes remind me of some classic Krynski designs. This deck features the first pinball "Kick you in the nuts" (say it like Cartman!) shot in the history of the world. The Target of Tranquility is a true skill shot.

The Cons:
This game sounds weird. Oooooh, Uuuuugh, Ohhhh... What is this? This game could easily be re-themed into a pornographic pinball game. The art package must have been rushed, because I know that Greg Freres can draw up a storm. The middle of the PF is a gameplay trap that is a bore. Best of luck finding plastics for this game if they get cracked. Once the ramp novelty wears off, this game falls flat. Proof positive that game design is a balance and a true craft. Dan Langlois's ONLY table worth playing is Radical!, and that's with the updated tourney roms.

The Takeaway:
A truly novel layout that really doesn't have much else going for it.
2.623/10
10 years ago
I played this game with the timed roms in it.

The Pros:
The timed set of rules mean that you are always on the lookout for shots that will give you more time. I do love me sum Gottlieb drops.

The Cons:
Shooting for the targets that give you more time means you are wasting more of your life that you will never get back on this pin-bomination. Artwork blows. The sounds do not say "James Bond" in the least. They say bloop-bloopity-squeak-bloop.

The Takeaway:
Run away in the opposite direction, as fast as you can until you drop.
8.580/10
10 years ago
I got the chance to sample this deck at Pinburgh (Thanks Trent Augenstein!) and this is my first impression after about a half dozen games.

The Pros:
A deceptively simple layout hides a number of shots that include a ramp that diverts in three directions and two of the best skill shots I have seen in a long time. I'd personally like to welcome back the whirlpool from the Creature from the Black Lagoon (nudging skills for extra rotations). Doughnut time reminds me of John Trudeau's Gottlieb/Premier days. The shots are well lit and the inserts guide the player very well to the goals of the modes. All the PF shots except for the 2 orbit/ramp shots keep the ball in the lower PF. It's not quite Creech, but it is fast and unforgiving. Considering the music pinball games coming out of Stern as of lately, the music choice on this table (the Beach Boys and The Edgar Winter Group's "Free Ride" are absolutely perfect for this theme). This game sounds GREAT!

The Cons:
I don't like the center bank of deathshot drops and standups, but I also understand that this has to do with new player accessability and as well as risk/reward considerations. I can also see the pops wearing down on location making the upper 1/4th of the game a dead zone for gameplay.

The Takeaway:
This is a much better start than I thought this would be just looking at the pics on the website. I look forward to learning more about this game and will update this rating as I get more mileage on this table. Looking at the modes, I think this game is going to be more like Tron than AC/DC or MEtallica for deepness, but if the game is solid, that is all I'm looking for. To be Continued!!!

Update:
While not the most common Stern pinball game made, this design has aged well. Software updates have been good and there are many more subtle strategies to this game than initially appear. Start your game in Drag Race (1970) multiball featuring ACE OF SPADES by MOTORHEAD! A damn fine way to start any pinball game and safely knock out some gears targets. The Nitrous 2x playfield when used judiciously makes a huge difference in your scores. I usually shoot for it when the ball saver is on during multiball. The miniwizard mode as well as the final wizard mode are well balanced. While not incredibly deep, the layout is challenging. Expect to see it at many tournaments.

I like this game better when it has a shaker in it.
8.293/10
10 years ago
Considering the vintage of this deck, there is quite a bit of game in it.

The Pros:
This has to be one of the best looking EM's I have ever laid my eyes on. Roy Parker has earned his distinctive reputation with this art pax. It looks fantastic! The ruleset requires shots to be made up and down and all across the PF. With the yellow and red bumpers always switching, priorities change at a moment's notice. The game rarely ever stops and when it does, you have to ask yourself... OK, what next? Go for the Speshul? Wayne Neyens will keep you guessing with this design at every turn. I thought Snow Derby/ Queen was the first game with a bonus count. Gigi proved me wrong by 10 years. Nudging skills will need to be activated on this game to get the high score on this layout.

The Cons:
Finding one. Really. Hoarding pin-collectors have scoured the planet for any copies of this game and IF (as in a big IF) you can find one, consider yourself lucky. Deep pockets help too. The top standups are lucky rebounds off the pops. This game must be fresh and fast to play as it should, but then again, what pinball game isn't like this? Many times, pops that are scored are by chance and sometimes the EM tech can't keep up with the action of scored/ lit bumpers. Platinum Blondes make me cry too.


The Takeaway:
Gigi is the epitome of a simple, but never easy pinball game.

This pinball game is Maurice Chevalier approved.
7.076/10
10 years ago
Nip-it is a game that made it's fame on "Happy Days".

The Pros:
The art package is the best thing that Dick White ever did other than the most righteous and politically incorrect pax for "Flip Flop". The layout is solid and the Gator is one of the best interactive pinball toys ever conceived. I never get bored with scooping that pinball off the playfield. Better than Hungry-hungry Hippos I tells ya! Zipper flippers are always a joy and there's great action in the pops to keep it lively. Making both rollovers in the top arch is difficult and requires good skillshot/nudging skills. The gator bonus saucer is what this game is all about. Collect your bonus and prep your multiball in a single shot. Love it.

The Cons:
With all the features to consider on this deck, the gameplay still feels flat. How can a game with this much to do feel so... meh? I don't know if this is all part of Master Zale's plan, but the feed from the gator lane seems to hit the left sling just the right way to send the ball out the right outlane with high frequency. Feel the pin-pain!!! Makes you ignore the biggst toy on the game it does. Finding one, GOOD LUCK! Hoarding collectors make this deck is harder to discover than Dick Cheney's sense of conservative compassion.

The Takeaway:
Find a nicely tuned deck and high tap dat' ass! If this game has speed to it, you will like it, I don't say this too often, but this game may be a much better with a not so steep PF angle. You may love it, you may not, either way, it looks great! I think I need to give this deck a few more miles and see what comes up. Oh yeah, I gotta find one now.

Ayyyyyyyyy! (Thumbs up!)
8.739/10
10 years ago
Slick Chick is the epitome of simple, but never ever easy.

The Pros:
How can so much GAME be packed into an eeety-beety-fleeper game with no outlanes? Your nudging skills better be on point, because you're gonna need them all over this table. Heck, you'll need them even after the ball passes between the eeety-beety-fleepers! Try to get all the rollovers in the 1-4 sequence, just try. Try to hit all the bumpers, just try, now do it 4 more times to light the special, just try... I don't like gobble holes much, but when that thing is lit... SOOOO tempting! Make sure to plunge skillfully as the SLICK or CHICK can be unlit from the top lanes.

The Cons:
Covetous collectors have made the acquisition of this game a difficult task indeed. Expect to pay boucoup dinero for this table or cross your fingers and toes that you'll gits lucky with a garage sale/ barn find. Lucking into the upper standup is, well... luck.

The Takeaway:
Find one if you can, or find a collector who has one and see what the fuss is all about. This game will keep you coming back again and again and again. If this game is bouncy and fresh, you will never get bored with this deck. And that's saying a bit for a game made in 1963. Wayne Neyens knocked this design out of the park!
9.448/10
10 years ago
Star Trek LE from Stern is just more proof that Steve Ritchie is "The King"!

The Pros:
Unfinished software from Stern means that this game has more to come. This game is all about the shots and the ramp that feeds the third flipper is utter genius. The Spidey under the flipper shot makes a welcome return.

The Cons:
Unfinished software from Stern means that this game is still not done. I don't like the feed of the left saucer into the inlanes when things don't roll out as planned. The animations seem rather cartoony for the movie theme. I am spoiled by the custom speech calls from ST:TNG. The modes don't really feel that much different from each other. Shoot the flashing lights...

The Takeaway:
Another game with that great "Ritchie Flow" from the team at Stern. The more I play this game, the more I want to play more. That's a great sign. I can't wait to see what they come up with next!

Update:
The S/W feels much better with the modes as well as the Vengence and Klingon multiballs. Kobayashi Maru multiball makes up for the sins of ST:TNG and keeps modes from being timed out as the rsk/rewarrd factor has been taken into account. The light show has been updated and really makes the integration of the modes even more spectacular than it was before. There is also quite a bit of distinction between the modes (and the 3 levels of them) and the shot selection that you are offered within each mode. Still not the same separation of character within the modes as you would have had in ST:TNG, but this is another game and the way that the game has tossed things up is much better than the previous S/W iteration. Backhand and forehand shots are makeable to nearly every shot on the table giving the player more shot choices than one might think by glancing at the layout.

Getting to Warp 9.9 keeps you on your toes even when you have hit the "sweet spot" of the upper flipper. That ramp/loop is incredibly fast! Big ups to Karl Urban for helping out the team (A new Judge Dredd pinball maybe?!?) and this game keeps me coming back for more. I love playing this game and while it is still not in the same league as AC/DC, it is a damn fine table that will appeal to pinheads and trekkies for years to come.

While I don't care for the Vengence toy, the additional touches with lighting and mode specific lasers are way sweet. The darker the room you play this game in, the better. I also wish the the lefthand VUK was in the PRO version of the table, this little difference makes a big positive difference in the play of this deck.

The more I play this game the more I like it. That, is always a good sign of a quality pin-game!

Update #2:
Now that I have had some serious time to play the "newer" code and have had some other high level tourney players show me what's up... I'd like to know, what wasn't picked up 20+ years ago with timing out of modes.

Really?

The first 6 modes of this game can be timed out to achieve higher scores and make playing the first "tier" of these 18 game modes a non-factor in serious competition. Stern, please update this code or put in a tournament mode of sorts that will bypass this omission of stellar proportions. Gameplay, rules and lastability ratings downgraded accordingly. What a shame...

Update #3:
The triple stack of the Prime Directive makes all other approaches to this game (other than secondary super ramps) invalid. Scores reduced again. Curse you, competitive players and your quest for maximum point efficiency!

The new ruleset takes this game where it needs to be. Big ups to Lyman and his team of merry men. A great addition to the Star Trek pinball legacy! This game is now incredibly well balanced. Your scores are reflective of setting this game up and executing your plan with solid play! While some will focus on super ramps and spinners, Others will make the most of the many multiball opportunities that are offered to you within the game. A great game to put next to TWD. The contrast between the flow and the stop and go of TWD makes these two the new "Wonder Twins" of pinball. I have to take my hat to them, Stern keeps knocking them out of the park!
8.740/10
10 years ago
Tron was a movie that made me geek out when I was a kid. I met a gentleman named Wyndham Hannaway that animated some of the computer sequences on that movie. Boy... did he have stories about that job.

The Good:
Layout is one of the best we have seen from Stern in a LONG time, yes, I like this table's layout better than Spideyman. The left half of the game is Congo, the right half is Funhouse. Not a bad combination if you ask me. Skill shots are cool. This game flows once you get the hang of it. The disc is a randomizer that requires you react to the ball from all the way at the top of the PF. I just need to get much better at shooting the Gem lane. Must work on Pin-fu! The Daft Punk Music is nicely done. Dots are good too. I like the staggered flashing/solidly lit inserts in regards to the wizard modes with this table.

The Bad:
The spinning disc at the top of the game has thrown the ball out of it and into the left outlane more than a few times. I guess that's just pinball. You know... there really is not much bad about this gameplay at all. A few string lights and a recognizer toy makes and LE...?

Woo

Hoo

The Takeaway:
A solid game from Stern. My favorite game from John Borg. The more and more I play this game, the more and more I like it and have hope for newer Stern titles. I just played one last week with a blue LED display and it looked fantastic!
5.620/10
10 years ago
This Williams deck from 1967 is one that must have been made for the operators.

The Pros:
Good action from the pops and lots of rollovers and standups to shoot for. Getting the ball into the shooter lane gives you another go at the important to hit rollovers in the top arch that are not accessable from flipper shots. The art package is stunning!

The Cons:
This game just really doesn't have much game in it. Hit the targets, bang the high risk center standup. Now do it again, every game you play on this table. What is that upper left lane for?

The Takaway:
Shangri-La is like dating a vapid model. It looks great and gets boring quickly.
7.556/10
10 years ago
Cow Poke and it's better known sibling Buckaroo is about as classic as a classic Gottleib pinball game gets.

The Pros:
A nice layout with short shots that require accuracy and good ball reflection contol from the flippers. The flipper layout at the bottom of the PF combined with the pops and the lanes at the top of the PF mean that nudging and english skills need to be activated from the moment the ball is plunged until it's on the way out. Watchin' Skeeter gettin' hoofed in the buttocks is ALWAYS entertaining. Roto targets are way righteous! Art packages like this are the reason why people say... Roy Parker is the MAN!

The Cons:
Your ball time can be really short once the ball passes down by the roto-target. The activation of the roto-target happens quite often, to the point of "luck" becoming a determining factor of a game between equally matched players. Plaid cabs are weird.

The Takeaway:
There are other EM games that I prefer to this one, but I have to give proper respect to the the incredible art package, animations and good layout.
7.962/10
10 years ago
Bank Shot is the game that Roger Sharpe used to demonstrate the "skill" involved in playing pinball that got the game back into NYC.

The Pros:
Lots to shoot for. Some shots are gimmes. the lane shots at the top of the PF can be shot from below (so tough) as well as dropped in from above with a bit of nudging and luck. Complete all 15 ball targets ASAP and hit the alternating lit Specials at the saucers and the center "1" upper lane. The 1 lane from the top is the "skill" shot Roger hit to prove his point to the NYC legislators and is an absolute priority from the plunger. Lighting 1-5 also lights up the pops which can offer big points!

The Cons:
Finding a copy with a nice PF and BG is a tough call.

The Takeaway:
A very simple, but never easy game from Master K and the king of pinball in the early 70's, Gottlieb. This game is a true player that keeps on giving.
8.063/10
10 years ago
Skill Shot is the AAB version of Bank Shot. Bank Shot was the game that Roger Sharpe used to demonstrate the "skill" involved in playing pinball that got the game back into NYC.

The Pros:
Lots to shoot for. Some shots are gimmes. the lane shots at the top of the PF can be shot from below (so tough) as well as dropped in from above with a bit of nudging and luck. Complete all 15 ball targets ASAP and hit the alternating lit "WOW" at the saucers and the center "1" upper lane. The 1 lane from the top is the "skill" shot Roger hit to prove his point to the NYC legislators and is an absolute priority from the plunger. Lighting 1-5 also lights up the pops which can offer big points!

The Cons:
Finding a copy with a nice PF and BG is a tough call.

The Takeaway:
A very simple, but never easy game from Master K and the king of pinball in the early 70's, Gottlieb. This game is a true player that keeps on giving.
7.381/10
10 years ago
Dealer's Choice is a game that seems to have been made for the operator who never maintains his games in mind.

The Pros:
A layout that has more to shoot for than what one would initially anticipate just by looking at it. Glancing angles for the standups on the upper left require accurate aim.

The Cons:
No spinners and no drops means no fun. Yeah, there's lots to shoot for, but this game is so high on the "meh" factor, you have to ask yourself... why am I playing this deck? I'm usually a HUGE Marche fan, but this game looks like a Baboon's ass. The lower left hand side of this table is death between the flippers and the gaping outlane.

The Takeaway:
Maybe I'll play it if it's the only game in the room, and that's a big maybe.

Update:
I got the chance to play a well taken care of copy and this game is FAST! It may be the fastest 4 plipper EM game I have ever played. The double flippers on the left mean that you'd better be cool when the ball is screaming around. Adjustments to the right outlane will make a big difference in how long your ball times will last. Norm Clark made the most of an open playfield with lots to shoot for across and in the middle of the design. The playfield art is boring, but functional. The backglass is ok. The joy in this game is when it is well tuned and dangerous. You can probably find one for cheap. Give it some pin-love and have a player on your hands. Give this game some respect, and it will give it right back atcha! Scores updated accordingly.
7.381/10
10 years ago
Lucky Ace is a game that seems to have been made for the operator who never maintains his games in mind.

The Pros:
A layout that has more to shoot for than what one would initially anticipate just by looking at it. Glancing angles for the standups on the upper left require accurate aim.

The Cons:
No spinners and no drops means no fun. Yeah, there's lots to shoot for, but this game is so high on the "meh" factor, you have to ask yourself... why am I playing this deck? I'm usually a HUGE Marche fan, but this game looks like a Baboon's ass. The lower left hand side of this table is death between the flippers and the gaping outlane.

The Takeaway:
Maybe I'll play it if it's the only game in the room, and that's a big maybe.

Update:
I got the chance to play a well taken care of copy and this game is FAST! It may be the fastest 4 plipper EM game I have ever played. The double flippers on the left mean that you'd better be cool when the ball is screaming around. Adjustments to the right outlane will make a big difference in how long your ball times will last. Norm Clark made the most of an open playfield with lots to shoot for across and in the middle of the design. The playfield art is boring, but functional. The backglass is ok. The joy in this game is when it is well tuned and dangerous. You can probably find one for cheap. Give it some pin-love and have a player on your hands. Give this game some respect, and it will give it right back atcha! Scores updated accordingly.
7.251/10
10 years ago
Whoa Nellie is a repackaging by Nordman/Freres that was based on the Gottlieb Continental Cafe game.

The Pros:
This game looks absolutely fabulous. This is a frivolous and fun pinball endeavor that will make players re-think about what older designs are really about. inside pinball jokes (and some blatant ones as well) are all over this table. This has to be the best cabinet design I have ever seen!

The Cons:
The novelty wears off quickly. I understand what collectors are looking for in a game like this and I'm glad I had the chance to play a game or three, but I would not want to spend the $$$ that this game demands for the amount of game I get out of it.

The Takeaway:
Find one if you can and play it. Then you can say you played it. This rating is Dave Mercer approved!!!

Update:
I recently listened in on a conversation about Whoa Nellie from a number of people who had nothing but bad things to say about it.

1) The Price. $6500.-
2) An EM Design that has been "updated" and nothing more
3) Sentences that started out with the statements: "I find it offensive." "Who do these guys think they are?" and most telling: "As a feminist..."

All valid reasons for the people engaged in the conversation to not (in their humble opinions) play this game. I disagree on all counts.
1) Don't buy it if you don't want to.
2) There hasn't been anything released like this game in decades. For that alone it should be celebrated.
3) Greg and Dennis are two of the NICEST, KINDEST, SWEETEST, HAPPIEST, AWESOMEST pinball people you have ever met. Ever. To hear the wokester / PC crowd show nothing but utter disdain for this theme showed me a level of ignorance and self righteousness that I had never seen before directed towards a pinball game and the people who produced it. Ever.

Consider that pinball art packages for as long as we know, have always been heavily influenced by sex. We would not have pinball today, if it wasn't selling sexual fantasies throughout pinball. Even today... pinball is sold with rock and roll, horror and sex. Heck, WoOz has a Dorothy Upskirt shot as she is trying to escape from the flying monkeys. Feel however you want to about this game. I'm still gonna play it, enjoy it while I laugh and smile the whole time while I'm doing it.
8.577/10
10 years ago
Another Classic Gottleib game that keeps on giving. Ed Krynski is the MAN!

The Pros:
An open PF that has a surprising amount of play for its vintage. How can a game this old be so FAST? Getting the central target ladder matched and scored is always a challenge and satisfying when hit. You know what's behind the doors on the BG, but seeing that Tuba always cracks me up. Light up your bumpers from the top lanes and let her rip! The Art Steinholm package is solid all around and the subtleties of his artwork bloom for those who care to take the time and effort to soak it all in.

The Cons:
Good luck finding one. I prefer the scoring model that Cross Town offered, which is a bit unusual for me as I usually love AAB's. But that's how I feel about this deck.

The Takeaway:
Simple, but never easy with the temptation of achieveability is the hallmark of a game created by Gottlieb's design team. This game is too much fun and lining up the score/special and hitting it is always satisfying. Goofball tuba players always crack me up! This game's layout is identical to Flipper Fair designed in 1961 and credited to Wayne Neyens... Little differences in the rules make the big differences in a pinball game.
8.538/10
10 years ago
It's funny how some things change and some things stay the same.

Another Classic Gottleib game that keeps on giving. Wayne Neyers is the MAN!

The Pros:
An open PF that has a surprising amount of play for its vintage. How can a game this old be so FAST? Getting the central target ladder matched and scored is always a challenge and satisfying when hit. Juggling clowns can be quite frightening, but this one seems quite tame. Light up your bumpers from the top lanes and let her rip! The Roy Parker art package leaves no doubt in your mind that he was the king of pinball artwork for this vintage of games.

The Cons:
Good luck finding one. I prefer the scoring model that Cross Town and Subway offered, which is a bit unusual for me as I usually love AAB's. But that's how I feel about this deck.

The Takeaway:
Simple, but never easy with the temptation of achieveability is the hallmark of a game created by Wayne Neyens and later perfected by Master K.
7.451/10
10 years ago
Alpine Club is one of many games from the mid-60's that has seemed to go unnoticed and in some cases unappreciated by pinball collectors.

The Pros:
A solid layout with two lower and two upper flippers that are completely functional and in their shot selection. The upper middle standup is the key to this game for points. Going on tour to hit the A-B-C-D-E bumpers and rollovers means that some shots have to be sacrificed to make others. Notably, the upper flippers need to be lifted to access the lanes underneath them. Note that these A through E targets must me hit 15 (yes that's right) times to get the special. Good thing this is a carry-over feature on this game. 10 rollovers up the middle and 4 pops mean that there is good action on this table at all times.

The Cons:
Boy those outlanes are nasty... I mean... ouch!

The Takeaway:
Another player from Centurion K that showcases the layouts that he would bring to Williams 10 years later. Not quite as good as Apollo or Beat the Clock, but still a great playing deck in its own right. The goofball in the pink V-neck sweater is a creepy upskirt kinda guy, but hey, aren't we all? Art Steinholm does the same thing again in Snow Queen/Derby by making the women incredible, and the men goofballs. I think Art may be a peeper-creeper kinda guy himself. Whatever the explanation, the joke is on us, HA!
4.800/10
10 years ago
TMNT is a game based off of a movie that was based off of a tv show that was based off of a comic book.

The Pros:
A really solid layout with lots of ramps, lanes and targets to shoot for. I really like the pizza randomizer and the action on multiball.

The Cons:
The rules are poorly thought out and a decent player will be bored with this deck after a few plays. How can a game with this cool of a layout be hamstringed by such a poor ruleset?!? AAAAaaaagh!

The Takeaway:
A great affordable game for kids and fans of the series. Personally, Id rather order a pizza and enjoy the comic book. The topper says: "Play pinball Dudes!" Well, maybe not this one.

Update:
I got my hands on a nice copy of this game and I have to admit, this game is lots of fun. Not deep, not complex, but pinball fun is one of my favorite kinds and this game when properly set up and maintained... has it. I like the cycling targets on the 4 banks ala pinbot to light the entire bank with a single sniped shot. Hitting the ramps in quick succession and then the sewer for 10 mil is challenging and fun! The best dots on a smaller DMD by far.

Update v.2:
This game isn't that much fun. Especially when the ball kicks out from the sewer VUK and it goes SDTM, with consistency. Yay...
5.037/10
10 years ago
Viper Night Drivin' is another Say-Guh game that comes up short in the quality and rules departments.

The Pros:
Glo-Balls are a nice touch as are the black light modes. The layout is incredibly smooth and fast.

The Cons:
This game may represent the ultimate Fan-Man layout with 10, yes... count them 10 lanes/ saucers to shoot for, and nothing else. The modes are severely unbalanced and multiball can become tedious after a while (even WITH glo-balls!!!). This game absolutely must be set up and tuned properly to play as it should. Who is ManCow?

The Takeaway:
This game may appeal to some players and car collectors, but I get bored with this deck really quickly. The raccoons are the best thing about this game by a viper night drivin' mile.

Update:
Got a chance to play this game when it was tuned and playing well. The multiball rules are better than I remembered, but modes and the rest of the gameplay is still heavy on "meh". I also like this game better with steel balls as compared to globalls. taking the globalls out of the game i was surprised at their weight. But something is still not right and the physics of this game are different for it. That and most of the time this game is seen it is dirty as mud and the balls seem to hold onto a bit of that dirt (scratches and cracks in the balls?) and then have the tendency not to glow anymore. A boring layout with a few interesting bits in it do not make for more than a fast and boring game. The center ramp is a yawner. All things considered, it is a great starter game for a dmd. skills can be practiced here. But please put steel balls in the game and get ready to move onto better things once you tire of it.
5.062/10
10 years ago
Pac-Man is the best selling video game ever. With the pin selling over 10k, the pin didn't do too badly either.

The Pros:
A fantastic skillshot and a very simple and well integrated chase game are the notable points of this deck. Standups behind drops are always a big plus in my book. Margaret Hudson did a bang-up job on the art pax. Asymmetrical inlanes/ outlanes are always great to see as well.

The Cons:
This game is so heavily biased on the video game aspect of the table, that it seems to forget the "pinball" inside of it. Even when properly tuned and taken care of, this game seems too complex to understand without many plays and at the same time rather boring. NOT a good sign. Big scores are dependent of how well you play the quasi video game. Pssst... Hey... This is a pinball game!

The Takeaway:
George Christian creates another lackuster game based on a massive video game license. I guess it could be worse, it could be Gold Ball...
7.269/10
10 years ago
Williams's Flash and Bally's Future Spa red-headed stepchild is here!

The Pros:
10 rollovers, 9 drops, 2 spinners and a bit more give the player lots to shoot for. When this game is maintained as it should be, this is a sniper's paradise. When waxed and maintained, this is one of the fastest widebody pins you'll find. Dual numbered lanes at the top of the PF are challenging to light. Light up the AE targets and knock down the 4 bank of "BALL" for mega points. The double rollover top lanes (ala Time Fantasy) requires flipper and nudging skills to be on point

The Cons:
Constantino Mitchell's art package leaves much to desire. The 3rd flipper feels, well, useless. The ultra-mega-wide layout should offer more to do, but it doesn't. Lighting AE characters is based on the 10 rollovers and feels more like luck than skill. Just a few hits to the saucer gets you to 5x bonus in no time flat. Shades of Supersonic. That red headed girl is EVERYWHERE on this table! Some people love this game, most will feel... meh.

The Takeaway:
Does anyone feel like bowling? Because this 10 rollover in the middle of the PF is telling me that this should have been a bowling themed game. Gameplay doesn't flow and it's not exactly stop and go. This game definitely has it's own character. A great starter pin that when properly maintained, will keep challenging most players.

Update v1:
I love it when a game sneaks up on me and proves me wrong. I recently got to session out a really nice copy of this table and have to say that while it is not a perfect game, when tuned, it is a lot of fun and if the price was right, I'd consider owning one. The 5 lanes at the top (No lane changes!) and the inlane/outlane layout is nudge-tac-u-lar. Hitting the saucer and target to boost the multiplier is good lighting the spinners is even better! Long game play will cover the 10 inserts on the PF and lighting them will light the respective # on the top lanes to complete the AE value. I don't shoot for the PF inserts, but it is nice to get them when they come. While the upper flipper isn't very functional for hitting drops (too much side to side), it can be used well to stall and control the ball to keep it going where you want to down towards the lower flipper. The game I played had dangerous exits from the bonus advance lane on the left as well as the kickout on the saucer on the right. Risk/reward considerations for sure. This best analogy I can give for this game is Bally's Future Spa which came out earlier that year. I like both of these tables and while they are not great, they are both better than most people would take them for up front. This game definitely needs another digit on the display or a modded ROM to take the last "0" out of the score to keep this thing from rolling over with the quickness (can be found on the IPDB page here: http://ipdb.org/machine.cgi?id=1413). You can still find this game for cheap and considering what pinball prices have been doing for the past few years, that is saying a lot. With 4500 made, this is not a common game, but it is not that hard to find if you look for it. Laser Ball. Straight forward late 70's Williams pinball awesomeness... right here!
4.545/10
10 years ago
This was the last game that Atari made. I remember the seeing it for the first time in Lake Placid, NY just after the Winter Olympics were held there.

$1.00 a play. This was 1980.

The Pros:
A great novelty pinball game that uses a cue ball for the gameplay. Considering the size, the layout and the ruleset is alright.

The Cons:
Everything has to be working as it should for the game to make the upper half of the PF. Replacement parts must be machined to be a reality.

The Takeaway:
Hercules lives up to its name. It's perfect for having your picture taken next to it or or being buried in it after you have played your last pinball game.
5.840/10
10 years ago
Cue Ball Wizard is an interesting design by Jon Norris.

The Pros:
Great shots all over the table. Vertical drop targets high on the PF remind me of Gottlieb 2001. This game features 2 (yes 2) billiard balls on the table. The cue ball on the lower PF has got to be one of the best randomizers ever put on a pinball deck and the next time we see it (to a lesser effect) would be Cirqus Voltaire for training animals. The upper playfield is simple, but really well done and does not affect the play underneath it over the pops. The u-turn loop will keep you on your toes especially if that cue ball is rolling about.

The Cons:
Suffers from Gott/Premier one shot ramp rape syndrome, big time. There is more to the game than this… but that ramp just supersedes everything else on this deck. A shame, really.

The Takeaway:
Other than being a one shot wonder, this is a great layout with some really cool shots on it. You can find them inexpensively and I have known a few pinheads who I greatly respect as players who have modified their own copy to make it more of a player. Find one on the cheap and play on!
3.420/10
10 years ago
Another licensed theme from Say-Guh that actually should have been a great game. Could've been the next TZ. Instead… we got this game.

The Pros:
The ramps are interesting and they take the ball all over the upper PF. Alien babies in a jar are rad. A fantastic game to practice your multiball skills on.

The Cons:
The standard issue 7 lane fan layout should have been a good start, but the toys in this deck are unreliable and the ruleset is uninspired to say the least. The art package is standard issue Photoslop and the sounds are tinny at best. The audio quotes from the show sound like they are mumbled through a wet towel and even the most exciting parts of the game (multi ball) become monotonous quickly. Rob Hurtado put the hurt on one other pinball game as a designer… wait for it… Independence Day. Who would have guessed?

The Takeaway:
I don't care what anyone else says, this game is not underrated. If anything, it is overrated. The three sentences in "The Pros" category is being incredibly generous with the sheer amount of POOT packed into this box. Even when tuned and maintained in primo condition, as someone who loves to play pinball and considers himself a decent player, this game is an absolute, completely utterly staggering bore.

I'd rather watch The X-files re-runs.
6.186/10
10 years ago
This game could have been great, emphasis on could.

The Pros:
A decent layout with a really cool upper PF and some shots that are more challenging than you'd think they would be. I like the destroy the castle gobble hole that needs to be threaded between the pops.

The Cons:
Left ramp all day. Why bother with anything else. I know there is more to this game, I just don't care enough about it to find out.

The Takeaway:
A great game for the kids and people who like Nintendo video games. I'm doing something else.

This rating is Captain Lou Albano approved.

Update:
This is unusual for me, but here it is. I was SO wrong to take this game seriously. That is my problem. The good news is this. This game is FUN! The 1-2-3-4 and S-U-P-E-R sequences require shots to be made all over the PF. Making the jackpot shot through the pops is a hoot and the orbit under the right hand side of the PF has multiple exits. Does this make a great pinball game to compete with? No. But it does make for a game that is FUN. Fun to shoot, fun to make the castles, fun enough to NOT CARE if this is a competitors game. The integration of Nintendo's artwork and theme is incredibly well done (sounds, not so much YOH-SHI!!! and the animations are horrid. Don't care, still had fun). Part of this has to do with these games not getting much love and being kept poorly. I got to play a copy that was kept well, had rebuilt flippers and was decked out with LED's. Shots were easy to see and the blue castle looked great when it lit up from inside! The art package is spot on, the game played well and I had FUN playing it. Heck, I kept throwing quarters in it all afternoon long. Kids will and Nintendo fans will L-O-V-E this deck.

As many of you already know, I love being wrong with my reviews. And while this game is not a true player, it is a fun shooter. (Have you rescued the princess at castle #7 yet? No? Well, keep shooting!) So here is to keeping up your pinballs in great working order, making sure that it plays as it should and not always taking myself so damn seriously. You will not see this game in any tournaments of any value. Ever. What?!? That player beat me with the exclamation point round?!? Aw man...

Sometimes pinball is just about having fun. And this game does a really good job of keeping it that way.

Have fun storming the castle!
7.642/10
10 years ago
This game is one of the last remnants of the Gottlieb name in pinball.

The Pros:
This game looks and sounds great. The light show is impressive and the art package reminds me of something Big Bang Bar and Earthshaker. The colors on this game are vivid and loud! The layout of the game is solid and the shots further up the PF require speed and accuracy to be made. Shooting the ball through the CDplayer/Mixmaster is a bit tougher than one might originally think it would be. I also like the ball dropping onto the spinning disc from the shooter lane. Randomized from the start! The guitar bagatelle/ upper PF is very simple and plays well. The rules are simple and easy to understand, but the game is lots of fun. Is Al really reaching down between his legs to grab the neck of his guitar?

The Cons:
The left outline kicker and the flippers better be strong, or you're not going to be able to keep the ball on the table to make needed shots. Finding parts is going to be interesting. I don't know what it is, but this game feels light, maybe even flimsy in its construction. This game's depth pales in comparison to what other pinball companies were producing at the time. Whirlwind has a deeper ruleset.

The Takeaway:
There weren't too many of these games made, find one if you can and enjoy it for what it is. Sometimes people forget that pinball is supposed to be fun. AGB has fun in spades. All things considered, this deck is an interesting little piece of pinball history. It also happens to be a really fun game.
5.607/10
10 years ago
Devil's dare is one of those games that makes you realize that Gottlieb was on the downslide for a LONG time before this deck came out.

The Pros:
Lots of drops and some really cool shots on the lower PF require your aim to be on point and ready to activate. The lane through knocked down drop targets to the multiball lock is way righteous! The Doug Watson art pax is sweet and that devil is grinning at you like he knows he's got you by the short pin-curlies. Devilish would be an apt description for the look of this deck.

The Cons:
The upper PF is a dearth of meh, even with snappy pops and fresh wax/rubber, this whole part of the game just doesn't do much. Did Gottlieb hire Atari's designer for Middle Earth to create this deck? Oh that's right… His only other design was Punk, err… Pfffrtt. Some people dig the sounds on this deck, maybe on Haunted House, but on this game just really doesn't do it for me. The upper flipper does what?!? How can a game with 5 sets of stand ups/drops play this poorly?

The Takeaway:
This game looks great, but I'm not feelin' it as far as gameplay is concerned. Maybe I need to get on a copy that is in better shape and I'm willing to give it another chance, but… I'm not keeping my hopes up.
8.592/10
10 years ago
Lucky Hand is one of those games that looks like there is nothing to do on the deck. The truth is that there isn't much to this game, but what is there is incredibly well balanced and challenging. Put the Add-a-Ball scheme into the ruleset and you have a true player of this vintage.

The Pros:
A deceptively simple and straightforward game that keeps you coming back like an old addiction that you cannot shake. For a game with only one real feature to it and a wide open PF... where does this game get it's game??? This is the talent that Master K exhibits in his creations. The "One more game" factor on this deck is through the roof! Beware the open inlane/ outlane gate as standard issue ball control techniques will fail you. Lazy and sloppy pinball players will get worked! The only feature of the game is 2/3rds the way up the PF and you'd better be on point with your aim! Missed shots come back down the PF an offer slow painful SDTM death or nasty bounces off passive (but if freshly rubbered) yet lively slings for careless shots.

The Cons:
Finding one in good shape seems to be difficult. It's also sad in the sense that this was one of the last great EM games that Gottlieb built and it represents the end of an era. Boy that space between the flippers seems to be Grand Canyon wide...

The Takeaway:
Another brilliantly balanced game by Master K! Higher scores and Add-a-Balls go hand in hand on this table. Everything is earned. Granted the faster games of Williams and Bally were taking over Gottlieb's dominance of the marketplace at this time, but damn... this is a fantastic table to play.
9.027/10
10 years ago
Top Score (and 300) is one of those Gottlieb EM games from the 70's that makes you realize that Gottlieb truly was the king of pinball until the impending SS doom came its way to make it humble.

The Pros:
A great layout with lots to shoot for and a true skill shot that requires nudging and quite a bit of luck. Lit lanes on the right make for great action off the flippers as well as keeping you on your toes by the bottom so that the ball doesn't find its way out the outlane that always seems to surprise people who have played this game for years. The standup special is the hardest shot on the deck (as it should be) that is if you can roll over the rollover at the top of the deck and not hit another target until you get to aim at that lit standup. SKILLS!!! Mystery bonus is good. Collect bonus is almost always better.

The Cons:
The collect bonus saucer from the top is more luck than skill. I am not so sure that this spinner is in the best spot it could be in.

The Takeaway:
A great design with lots of nudging skills required and a backglass animation that shows you what your bonus score is and even counts it off as you collect. A true classic from the 1970's that features the incredible team of Master K and Gordon Morrison!
8.222/10
10 years ago
Fast Draw is a classic game designed by Master K and illustrated by Gordon Morrison. Classic!

The Pros:
Great shots that require careful thought and aim as the geometry of this game is designed to punish shots that wander to the middle of the PF or towards the deceptively greedy outlanes. Getting ABC and having the ball up in the pops dropping into the saucers is where the points are. Gitcher A-B-C lit and collect those 4k indirect shots off the edges of the pops!

The Cons:
This game may take a while to get the feel of it and in many cases successful shots to the drops will send the ball to the oulanes. The 5k drops may be tempting when raised, but they are dangerous shots that should be avoided if possible.

The Takeaway:
A great game that requires more than batting the ball around and getting lucky with your shots . The top of the PF has more to it than one might be led to believe playing the game without really knowing what to do. Spend some time with this game knowing it is pin-time well spent!
8.222/10
10 years ago
Quick Draw is a classic game designed by Master K and illustrated by Gordon Morrison. Classic!

The Pros:
Great shots that require careful thought and aim as the geometry of this game is designed to punish shots that wander to the middle of the PF or towards the deceptively greedy outlanes. Getting ABC and having the ball up in the pops dropping into the saucers is where the points are. Gitcher A-B-C lit and collect those 4k indirect shots off the edges of the pops!

The Cons:
This game may take a while to get the feel of it and in many cases successful shots to the drops will send the ball to the oulanes. The 5k drops may be tempting when raised, but they are dangerous shots that should be avoided if possible.

The Takeaway:
A great game that requires more than batting the ball around and getting lucky with your shots . The top of the PF has more to it than one might be led to believe playing the game without really knowing what to do. Spend some time with this game knowing it is pin-time well spent!
7.542/10
10 years ago
Pinball Circus is not your average game in a number of ways. If you love pinball, you must make your pin-jihad to the Hall of Fame in Las Vegas and say hello to Timmah!

The Pros:
I have played this game, my life is complete. The "juggling" of the ball in this game is an absolute blast. The elephant's trunk passing the ball from one PF to the next is straight out of a pinball dream. Working your way up to the top PF to knock out the clown's teeth has to be one of the most satisfying pinball tasks ever created. The best DMD animation integration I have ever witnessed. Even Circus Voltaire is in awe of the Rhinestone tuxedo'd ghost that lives in this box. The Mystery Wheel with the knife target stunt lady is spot on. Overall, the theme on this game is over the top and oozes character. Each of the 4 separate PF's has it's own tasks and gameplay feel to it. While climbing the ladder may be linear in terms of game progress, this game is a shining example of what can be done with creative design and a silver ball.

The Cons:
I have never been a fan of asymetrical flipper layouts by the outhole. There were only 2 ever made. This pinball clown frightens Rudy.

The Takeaway:
Working your way up the big top is always a fun and entertaining task. The challenge of this game may not be the biggest, but when you lose the ball on the upper PF with only 1 clown tooth to go... Gotta play this again! Would I ever want to own a game like this (if $$$ was not an issue much less availability), probably not. I can see why this game never made the production line, but I also am happy and grateful that I got the chance to play this righteous and super rare game. It's kind of like dating a beautiful model. You want the experience for the longest time and the anticipatory emotional attachment to the expectation may far outreach the actual reality of the situation, but then you do it, and it's fun, and in some ways it falls short. So playing this game is something you really should do, if only because of the rarity of the box, but also know that this game didn't make the production cut for good reasons. Enjoy!!!

Extra special thanks to The Arnold Clan and everyone who pitches in at the PHOF! My life is better for the work that you have done.
4.858/10
10 years ago
Toledo is a game that should play better than it does.

The Pros:
The 14 shots on the table between the targets and the lanes have a deceptively large amount of things to do on this EM table. Especially considering how open this design is. Tap passing and Shatzing the inlane for the extra ball is always gratifying. The standups at the top of the game keep the ball moving quickly. This game definitely needs to go Hi-Tap. Hitting the lit standups requires solid aim. The Saucer is a true skill shot ala Harry Williams!

The Cons:
The lower side targets come to you during the game as compared to shooting for these targets. Shooting A&B for double bonus may be needed, but the game usually gives this targets to you from shot ricochets and sling bounces. The upper flippers are worthless towards gameplay. The standups at the top of the PF are all you are ever really shooting for. This is one of the few Marche art packages that I don't like.

The Takeaway:
A game that may be interesting if you tune it, wax it, steepen it and open the outlanes as far as you can. Even then, games like Flip Flop make this deck seem like a bore.
7.490/10
10 years ago
Corral is one of those classic Gottlieb wedgeheads that features the team of Wayne Neyens and Roy Parker.

The Pros:
Two sets of active pops means that your bumper skills must be activated. This game is faster than it looks. The rubber laden outlanes are hungry, are your nudging skills up to the task? Light up all those rollovers for big points and keep your eyes on the roto- target. The bullseye is worth 100 pts. which it quite a bit in this game.

The Cons:
This deck must be tuned and the rubbers must be fresh. If not... This game falls flat pretty quick. The upside down slings thankfully do not have kickers in them. They are deadly enough as it is.

The Takeaway:
Lookin' for a pin-trip back to 1961. Here's your ticket!
8.140/10
10 years ago
Ace High is an incredibly good looking Gottlieb woodrail. The play isn't tops, but it's not bad either.

The Pros:
The BG and the PF are stunning. I mean... wow. Two sets of slings on the sides of the PF mean that the outlanes on the side of the deck always pose danger to the ball in play. The pop bumper layout is well done and the game's action is much faster than expected. Bullseye targets are way sweet. Light your Q-K-A and make this deck sing!

The Cons:
I really don't like gobble holes. I like them even less when they are positioned to swallow your ball before it gets to you flippers. Expect your 5 ball game to last less than 45 seconds.

The Takeaway:
A good strategy game from Gottileb in regards to the gobble holes. Do you go for the Million/Special shot? Do you play on? Decisions, decisions...

You know, I could really use a harem right now.

Update:
Got to play this again (10 years later) at the NW show and this copy sang! The flippers were solid and the entire playfield opened up. I finally "GOT" the two gobble holes would cycle for big scores when switches were hit during gameplay. I nudged this game left, right, up and down! a crazy woodrail design that made me want to find one for my own collection!
7.786/10
10 years ago
Aces High is a great example of Master Zale hitting his stride in the mid-60's

The Pros:
A solid Asymmetrical layout that takes you all over the PF multiple times for your scoring opportunities. Mushroom targets are in effect and the interactive lighting on the PF lets you know immediately where you want to go and what you want to hit. The K and the A are both difficult shots. A true skill shot that alternates with the switches at the top of the PF.

The Cons:
PF artwork is bland. You are more likely to score an A in the pops than from a flipper.

The Takeaway:
No pathways back to the top of the PF mean that every shot is a risk/reward opportunity that has to be considered (and in many ways is even more difficult as almost all shots are on the fly). This is the kind of pinball game that DMD purists hate because it feels more like luck than skill. While I will agree with that idea to an extent, I have seen too many incredible players access a modified/different set of pin-skills to make these kind of games sing. Don't bag on a game like this just because it's not what you are used to. Play on!
9.332/10
10 years ago
Star Trek Pro from Stern is just more proof that Steve Ritchie is "The King"!

The Pros:
Unfinished software from Stern means that this game has more to come. This game is all about the shots and the ramp that feeds the third flipper is utter genius. The Spidey under the flipper shot makes a welcome return.

The Cons:
Unfinished software from Stern means that this game is still not done. I don't like the feed of the left saucer into the inlanes when things don't roll out as planned. The animations seem rather cartoony for the movie theme. I am spoiled by the custom speech calls from ST:TNG. The modes don't really feel that much different from each other. Shoot the flashing lights...

The Takeaway:
Another game with that great "Ritchie Flow" from the team at Stern. The more I play this game, the more I want to play more. That's a great sign. I can't wait to see what they come up with next!

Update:
The S/W feels much better with the modes as well as the Vengence and Klingon multiballs. Kobayashi Maru multiball makes up for the sins of ST:TNG and keeps modes from being timed out as the rsk/rewarrd factor has been taken into account. The light show has been updated and really makes the integration of the modes even more spectacular than it was before. There is also quite a bit of distinction between the modes (and the 3 levels of them) and the shot selection that you are offered within each mode. Still not the same separation of character within the modes as you would have had in ST:TNG, but this is another game and the way that the game has tossed things up is much better than the previous S/W iteration. Backhand and forehand shots are makeable to nearly every shot on the table giving the player more shot choices than one might think by glancing at the layout.

Getting to Warp 9.9 keeps you on your toes even when you have hit the "sweet spot" of the upper flipper. That ramp/loop is incredibly fast! Big ups to Karl Urban for helping out the team (A new Judge Dredd pinball maybe?!?) and this game keeps me coming back for more. I love playing this game and while it is still not in the same league as AC/DC, it is a damn fine table that will appeal to pinheads and trekkies for years to come.

The more I play this game the more I like it. That, is always a good sign of a quality pin-game!

Update #2:
Now that I have had some serious time to play the "newer" code and have had some other high level tourney players show me what's up... I'd like to know, what wasn't picked up 20+ years ago with timing out of modes.

Really?

The first 6 modes of this game can be timed out to achieve higher scores and make playing the first "tier" of these 18 game modes a non-factor in serious competition. Stern, please update this code or put in a tournament mode of sorts that will bypass this omission of stellar proportions. Gameplay, rules and lastability ratings downgraded accordingly. What a shame...

Update #3:
The triple stack of the Prime Directive makes all other approaches to this game (other than secondary super ramps) invalid. Scores reduced again. Curse you, competitive players and your quest for maximum point efficiency!

Update #4:
The new ruleset takes this game where it needs to be. Big ups to Lyman and his team of merry men. A great addition to the Star Trek pinball legacy! This game is now incredibly well balanced. Your scores are reflective of setting this game up and executing your plan with solid play! While some will focus on super ramps and spinners, Others will make the most of the many multiball opportunities that are offered to you within the game. A great game to put next to TWD. The contrast between the flow and the stop and go of TWD makes these two the new "Wonder Twins" of pinball. I have to take my hat to them, Stern keeps knocking them out of the park!
5.361/10
10 years ago
Foto Finish is a race. To see how quickly your game is going to end.

The Pros:
Four, count em' Four skill shots from the top of the Pf to challenge your nudging skills. New "Hard-Cote" (tm) Finish pre-empted "Diamond-Plate" (tm) finish by about 30 years! Sea Biscuit, Secretariat, Man-O-War and Citation Duke it out on this deck. The art pax is solid!

The Cons:
The outlanes are the greediest I think I have ever encountered from this era. A gobble hole above and the space between the flippers below make sure you are counting the seconds (as in single digits) for ball titmes.

The Takeaway:
I don't think I have ever said this before, but this game needs to be un-steepened quite a bit to have some game play. I'll find another copy to play (if I can) and update my scores accordingly.
6.683/10
10 years ago
One of the few games designed by the criminally short career of Jeff Brenner.

The Pros:
A great layout with fantastic action and solid shots. Jeff Brenner did not design too many games. This is one of 4 playfields that he worked on. I say worked on because Lawman was the PF for Atlantis. However, I will say that his body of work at Gottleib has produced some of the best EM tables out there.

The Cons:
I'm usually a big fan of Add-a-ball games, but the challenge of Abra-Ca-Dabra is not in this deck. The balance of the ruleset must be adjusted with the steepness and nastification of the table. The theme... well... could be anything. This ruleset is too simple and easy to max out!


The Takeaway:
Collectors may gush over the rarity of this title, but it is not anywhere in the same league of the EM playing perfection of Abra-Ca-Dabra.
3.972/10
10 years ago
Kicker is a Chicago Coin game that looks nice and plays very poorly.

The Pros:
A solid art pax with a cool BG animation. Good nudging is required at the top of the PF to lit the ppops and targets. That's about it.

The Cons:
This game plays very poorly. 3 messenger balls should give you something to shoot for. The saucers on the side of the PF are more likely to luck in than to be shot when aimed for. This game plays so badly that you wish that the outlane kickers didn't give you your ball back.

The Takeaway:
Look at the pretty game and then go play another pinball table that has game. This game needs to be sacrificed to the pinball gods and thrown into the volcano with the rest of the pin-virgins
6.683/10
10 years ago
One of the few games designed by the criminally short career of Jeff Brenner.

The Pros:
A great layout with fantastic action and solid shots. Jeff Brenner did not design too many games. This is one of 4 playfields that he worked on. I say worked on because Lawman was the PF for Atlantis. However, I will say that his body of work at Gottleib has produced some of the best EM tables out there.

The Cons:
I'm usually a big fan of Add-a-ball games, but the challenge of Abra-Ca-Dabra is not in this deck. The balance of the ruleset must be adjusted with the steepness and nastification of the table. The theme... well... could be anything. This ruleset is too simple and easy to max out!

The Takeaway:
Collectors may gush over the rarity of this title, but it is not anywhere in the same league of the EM playing perfection of Abra-Ca-Dabra.
8.090/10
10 years ago
4 Square is a player that will sneak up on you and make you wonder if that incredible game you just scored was truly earned... or was it just pin-lucky?

The Pros:
Another deceptively simple layout with simple but rarely easy goals to accomplish. What do you expect? It's a game from Master K! Eeeety Beeety Fleeepers make sure that you make the most of every opportunity to get that ball where you want it to be. Hi-Tap it if you dare!

The Cons:
This game must be tuned or "dialed" just right for steepness, fresh rubbers and flipper strength to keep the balance of this game's rules and play where it should be.

The Takeaway:
This game gives as good as it gets. People complaining that this game is too easy have not set up this game as it should be. (pssst, try it steeper) If you can find a well loved copy of this deck. Play it. Now.
6.771/10
10 years ago
Lady Robin Hood was made in the 40's. This rating takes that into account.

The Pros:
I love those Amazons that adorn this PF and BG. Nudging skills are a must. I finally get it... Roy Parker is the MAN! I haven't played too many Harry Mabs games. This was a fantastic re-introduction for me.

The Cons:
Time has taken its toll on games like these. I'm afraid that when I nudge the game I'm gonna break it... HA! Most copies of this game are in landfills or private collections.

The Takeaway:
A great looking game that came out of the pin-time capsule. With decks like this, their play has to be put in perspective to understand and appreciate it. My hope is that games like this will give pinheads a greater awareness of the evolution of the brilliant game of pinball. Find one if you can (PHoF for me! Thanks Team Arnold!!!) and play a game or five.
5.846/10
10 years ago
Arabian Knights is a woodrail that looks absolutely fantastic.

The Pros:
The BG, the PF and the cab all look fantastic! The rollover eyeballs crack me up!

The Cons:
The gameplay is poor. Now I have only played 1 copy, but this game does 1 thing. It gets the ball to the lower PF and keeps it there. Half a dozen gobble holes await to remove your ball from play. Good thing there's a tiny space between the flippers and no outlanes... eeech!

The Takeaway:
Personally, I liked to feed all 5 balls into the shooter lane and put them all into play at once. Your game lasts 8 seconds, but for those 8 seconds, you will be entertained. It's like a fashion model who looks fantastic, but can't hold a conversation. BORING!!!

Update:
The 1-2-3 selector knob makes a huge difference in this game. Knowing that from the first plunge, your risk/reward is set from the start of the game makes you play differently. This game still needs to have good mechs and all the gobble holes make for a more chaotic experience, but this game is better than I originally thought it to be. I love it when I am wrong about a pinball game like this. Some people may not dig the women and their outfits as portrayed on this table, but I think it fits the theme perfectly and the big face of the sultan on the PF always makes me smile.
7.296/10
10 years ago
Kick Off and is all about ball control on the fly.

The Pros:
A deceptively simple layout hides a game that will test your nudging and your reflexes. Trapping the ball is nearly impossible (and quite dangerous) so your drop catches and bounce passes are of utmost importance. If you want to develop your EM twitch skills, this game may be your ticket to success. A long bank of drops and an incredibly satisfying spinner make what looks like a sparse design, quite fun. Nudging skills for that 30 yd. gain at the top lanes are in effect whenever the ball is in the neighborhood. The integration of gameplay and rules with "yardage" is very well done.

The Cons:
This game may feel like more luck than skill for a LOOOOOOONG time. This game better have fresh rubbers on it (esp. in the upper left hand side by the pops) or the deck will feel dead. PF artwork is bland. Is it just me, or is Dick White trying to make his work look like Dave Christensen's?

The Takeaway:
This deck along with Flip-Flip will make sure that you do not take any chance to play your ball for granted. The balance of frustration/reward on this game is very fine one. Annnnd work it!
7.397/10
10 years ago
Quarterback (and it's 4 player counterpart Kick Off)is all about ball control on the fly.

The Pros:
A deceptively simple layout hides a game that will test your nudging and your reflexes. Trapping the ball is nearly impossible (and quite dangerous) so your drop catches and bounce passes are of utmost importance. If you want to develop your EM twitch skills, this game may be your ticket to success. A long bank of drops and an incredibly satisfying spinner make what looks like a sparse design, quite fun. Nudging skills for that 30 yd. gain at the top lanes are in effect whenever the ball is in the neighborhood. The integration of gameplay and rules with "yardage" is very well done.

The Cons:
This game may feel like more luck than skill for a LOOOOOOONG time. This game better have fresh rubbers on it (esp. in the upper left hand side by the pops) or the deck will feel dead. PF artwork is bland. Is it just me, or is Dick White trying to make his work look like Dave Christensen's?

The Takeaway:
This deck along with Flip-Flip will make sure that you do not take any chance to play your ball for granted. The balance of frustration/reward on this game is very fine one. Annnnd work it!
5.310/10
10 years ago
Flipper was the first Add-A-Ball game made. Considering it's age and layout, it's an interesting table.

The Pros:
Lots of nudging at the top of the PF means that you have got to have solid plunging skills as well as a subtle hand on the game before you even touch the flippers. This game is surprisingly fast!

The Cons:
Gobble holes will gobble. Even with no outlanes, your ball times will be short. Does this game have a high tap? I remember this deck playing very slowly. There really isn't much to shoot for on this deck. Is it just me, or are the slings stronger than the flippers? The slings do a great job of putting the ball into the gobble holes. Relatively rare.

The Takeaway:
A great piece of pinball history that will be coveted by collectors. Go to the Pinball Hall of Fame and play this game. I'm going to have a few more plays before I pass final judgment, but so far, meh...
8.189/10
10 years ago
I usually don't like games with gobble holes, this one is an exception.

The Pros:
Great action in the top of the PF in the pops and while the space between the flippers isn't that big, the outlanes and the gobble holes make up for lost ball time right quick. The BG animation is solid and lets you know, you earned an extra ball. Roto-Targets are way sweet and the action side to side keeps it spinning. Is the hole worth losing your ball into when it's lit? The art package (esp the BG) is righteous! Nudging skills are required to hit all 5 lanes at the top and you have to ask yourself... is hitting that roto-target worth the risk of the gobble holes to the side?

The Cons:
Gobble holes still make me wish I could play longer. The PF is split in half and feels like it. Get that ball up into the pops if you can.

The Takeaway:
Wayne Neyens made a player with this design. Fine one (I found mine at the PHof) and play a game or 17!

Update:
Collecting the 1-5 lights on this table, tough! The BG animation is a pinball cannonball, perfect. The vertical 10 point rubbers on the side of the pf keep the roto target moving. The gobble hole is lit for 300 points... can you accurately shoot past the roll over that switches the red and yellow gobble hole AND drop it in the gobble hole? So, do you go for it?
3.476/10
10 years ago
Stock Car is a game that is built around a PF toy that does not work.

The Pros:
The BG looks great.

The Cons:
This game is centered around the flipper in the middle of the table. It is always pointing towards the top of the PF. When hit, it does not spin. This game is a complete dud without a working novlety and even if it did work, I'm not sure this game would be much better.

The Takeaway:
Master K had a bad day. Do yourself a favor, and walk away.
8.684/10
10 years ago
A very rare game that I found at the PHof (Thanks Team Arnold!!!) that has some interesting things going on with it and amazing EM gameplay.

The Pros:
A Proto-FanMan layout from MasterK that keeps you looking and choosing your shots carefully with each opportunity. 18 shots (yes you can make the side lanes from the flippers on this deck) of 12 shots + 2 Vari-Targets + 4 rollovers mean that you have more to shoot for than most DMD tables. Dual scoring within the baseball theme means that you will have more than one way to play this deck. The chimes on this game sound fantastic. Hitting a Grand Slam on the Vari-Targets on this deck is possibly one of the most satisfying pin-feats on an EM deck, anywhere.

The Cons:
Finding one. That and I have never been a fan of the center kicker/launcher.

The Takeaway:
If you can find this game and you love Gottlieb Wedgies, you owe it to yourself to play this game at least a dozen times. I'd recommend more than that if at all possible. Just gitcher' self to Vegas and hog the game for an afternoon already...
7.793/10
10 years ago
Pinball is the first game from Stern v.1 and the vastly underappreciated Mike Kubin.

The Pros:
A solid layout and chimes give this game a SS ruleset with an EM feel. I don't know what it is, but Stern did this combination better than anyone else (even Gottlieb!). Solid shots with a simple layout mean that the ball has to be controlled and aimed well. Light that spinner and rip that joker up! Evil outlanes gobble up out of control balls, soooo gits it right.

The Cons:
Is it just me, or does the saucer alley on the right seem to be a gaping maw of easy? That and the seemingly random awards from the saucer mean that you are shooting this thing all the time (even when you don't want or need to). EM Williams drop targets make me sad. The art package is OK, but not more for me. SS pax with an EM ruleset. Not interesting enough for me.

The Takeaway:
A good start from Stern and a solid introductory player. Find one if you can and play a game or three.

Update:
Different switches cycle the award on the upper right saucer. Makes this game rather random. The angles on this game keep the ball moving from side to side towards those hungry outlanes. Mike Kubin's first game is a simple and effective pinball design. Still lots of fun to shoot and if you are looking for a challenge in a quick game, this design will make you smile!
7.395/10
10 years ago
For a game that is so small, there's quite a bit packed into this game.

The Pros:
10 drops, a ramp and 4 gobble/kicker holes on the table give you more to do that you'd originally expect. I like how the kicker holes by the flippers feed the ball to your bats. The initial plunch in the yellow plumbing pipe is a great addition to the theme and the ramp (while wide as any I have ever seen) is perfect for a kids redemption deck. AND... it has a DMD. This game is chock full of features!

The Cons:
Ummmmm, I'm a picky pinball player that can't see this game for what it's intended purpose is? Where are my Raccoon Mario jackpot tickets? I need more worthless plastic toys from China that break after playing with them once. Find one if you can. Chuck E./ specialty pinball collectors is your best bet.

The Takeaway:
A great game for the kids, Mario addicts and someone looking for an uncommon pinball novelty. Is it Safecracker? Nope. Is it fun? Ok, ok... I'll admit it. I played more than a few games and had a great little time playing it. Enjoy!!!

Update:
Yep. This game is FUN. Some pinball games that come out today are a chore to play. Start with the FUN. Get to the FUN. Making the FUN last is not easy either. But this game is FUN. Don't believe me? Watch a 3-7 year old step up to this game and lose their damn minds. Remember when you were a kid and pinball was FUN? I do. And while this game may not keep my attention today. I will ALWAYS recognize a game when it is FUN. Listen to the kids. The kids don't care. They just want to have FUN!

And sometimes, that's all that a pinball game needs to be.

FUN!
6.461/10
10 years ago
Space Jam is one of those pinball games that looks great when you step up to it.

The Pros:
Anything Looney Tunes has got my attention. The best thing Saturday morning growing up was watching these short films. The best! The jump shot target is great and the ramps flow well. A solid layout with hard to hit standups and drops make for lots to shoot at.

The Cons:
This game is all about Michael Jordan. I can almost hear Mel Blanc speaking through the game "Over here, MJ... Over here!" Ugh. That saucer in the center of the PF sure does gits ripped to shreds. The skill shot is a complete gimme. Flippers must be strong for all shots to be made (imagine that...), otherwise this game falls flat.

The Takeaway:
Another solid (albiet fan) layout defiled by half-thought out rulesets. This of course leads me to ask the question:: "Did Sega test their games on location?" I mean... were these game rules thought out? Carrying a title by its theme is one thing, but that seems an awful lot of work to come up with a game that is short on playability. We will see how I feel about this game when I get my hands on a copy in better condition.
8.142/10
10 years ago
Laster War is a game that Data East started out with. And they started out with a BANG! This game is a player and collectors are starting to seek it out.

The Pros:
A great layout with 14 shots between standups, ramps, spinners and lanes. I really like the fact that the ramp sends the ball to the flipper instead of the lane. Great angles on the standups mean that to qualify for multiball and the JP, you have to make a number of dangerous shots, and survive! When tuned this game is FAST! The stereo sound system sounds great and the whole package screams cheesy big hair 80's silliness (the BG is so bad, it's good!). Lights are great on this deck too. Make sure to keep hitting the ramp to feed that hungry left outlane kicker lit, otherwise your ball will end right quick. Gitcher' 2 ball multiball and then earn our 3 ball multiball to light the million point jackpot.

The Cons:
This game is not that easy to find... or at least it has only been in the past year that I have seen and played it.

The Takeaway:
Considering the start that this company had... I wish they had kept the gameplay quality up. The rules are not the deepest, but this deck has that awesome "just... one more game" quality to it that speaks of the balance of difficulty and satisfaction in gameplay that is (for me at least) the sign of a great design. We really won't see solid games that play this well and require you to really make strategic decisions for your shots from DE again until R&B, JP, TFtC and Tommy. And that's all I have to say about DE, the one shot (over and over) pinball-wonder company.
8.901/10
10 years ago
Skill pool is quite possibly the ultimate Eeety Beeety Fleeeper EM shooter's pinball game. Mini-pool is the add-a-ball cousin with a dummy "0" at the end of the score.

The Pros:
Art Steinholm and Ed Krynski made a brilliant design and art package. Playability is through the ROOF! Shots, shots shots. 27 of them. 15 of them have the 500/3000 points when lit scoring that alternate with switches being hit during gameplay. Getting 3000 as often as you can is tough. Getting 1-15 is a true feat of pinball skill and a bit of luck as well. Targets at the top of the PF require rebounding aim and nudging SKILLS! This table always keeps you coming back for one more... Work those upper slings, you're gonna need them!

The Cons:
Finding one. I had to gits my game on at the PHoF (Thanks Tim!!!!)

The Takeaway: A DAMN FINE PLAYA-PLAYERS GAME. HANDS DOWN. ONE OF THE BEST EM PINBALL GAMES EVER! If you think this game is too hard... I recommend that you go play with your Ffejina somewhere else. This is add-a-ball pinball at it's best!
6.455/10
10 years ago
I don't think I have ever said this before about a Gottlieb Wedgehead., but... damn... this game is BORING!

The Pros:
The cab stencils are cool. Roto-targets are always a hoot to shoot.

The Cons:
Don't get me started.

The Takeaway:
I can't believe it's a game by Master K. His batting average still puts him in the Hall of fame. But this game strikes out on so many levels.

No sir, I don't like it. - Mr. Horse.

Update:
You know when you are happy to be wrong. I am happy to be wrong about this game. I got to play a really nice copy courtesy of Donavan Stepp over at The Cuckoo's Nest here in Denver. This table is all about the 4 lanes at the top of the PF. Light them up and light the inlanes and the sidelanes on the pf for big points. I stay away from the roto. You can go for the 4 in a row roto target number seq for a special, but the points are all about getting the top lanes lit and squeezing the ball into the top arch from the sides whenever possible. There are points to be had in the pops, but nothing adds up like a 4-5k shot from a lit yellow lane. Can you make points from the center saucer, yes. Do you want to go anywhere near it with the gaping maw between the flippers waiting for you? NOPE! An incredibly simple game that will always challenge you with your aim an nudging skills. This table seems to be an all or nothing affair. Keeps you coming back when it spanks ya. Scores updated and increased accordingly.

I love being wrong like this.
7.611/10
10 years ago
Golden Arrow is a game that makes you use the entire PF with your flippers.

The Pros:
A solid layout with the premise of hitting EVERYTHING on the table. Rollovers must be rolled. Standups must be smacked and spinners must be spun. Fascinating 1-10 sequence always lets player get close to the special (it's on the flyer). Risk vs. reward makes the 1 and 4 rollovers a must from the top of the PF as the corresponding standups are pin-death! The 2 and 3 lanes are no joke either.

The Cons:
This game MUST be maintained well to play as it should (imagine that...). Spinning the spinners and having them "thunk" against the metal ball arch at the top of the PF, it just seems strange to me. Is it just me or do these plastic Gottlieb spinners feel funny?

The Takeaway:
Find a well maintained copy of this game if you can and play it. If this game comes up slack and un-tuned, you may be better off playing something else. You know... I always wondered what our Mohawk warrior on the BG was shooting at...
5.436/10
10 years ago
That deaf dumb and blind kid... plays this pinball deck.

The Pros:
A stunning BG and solid PF artwork make you realize that this game was chosen for the movie because it looked like a star. Sinking the ball in the far left saucer makes this game a treat to play, it's even better when you have your specials lit.

The Cons:
Gameplay is rather boring. Once you have your saucers lit. that's all you will do on this table. The posts help between the flippers, but not much.

The Takeaway:
This game will always hold a place in pinball lore with its role in "Tommy". As will baked beans and chocolate syrup.
7.765/10
10 years ago
King Pin is another classic 70's game from Master K and the team at Gottlieb.

The Pros:
Long shots mean that this game requires pin-sniper accuracy. Large open metal outlanes gobble pinballs like few others, so you'd better be able to control the ball when you can. Standups stashed under the upper flippers require you to plan your cross PF shots and deal with the pops just under them. Gits your skill shot down as 5k is quite a bit on this table. Shooting those lanes from flippers are still your best bank for the buck and it requires more skill than the inverted lanes at the top of Jumping Jack (and Jack in the Box). Hitting the lit drop target always is satisfying!

The Cons:
Personally, I don't ever really use the upper flippers. Does this game really need them? The standups under the upper flippers really aren't worth the risk of shooting for considering the trouble the pops put your ball into... darn!

The Takeaway:
I prefer Jumping Jack (and Jack in the Box) to this design almost solely on the scoring ruleset. Still this is a fun game that will keep you coming back if tuned properly.
7.769/10
10 years ago
Superman was one of Steve Ritchie's first pinball game designs and his last with Atari.

The Pros:
The deck is faithful to the theme. Opperman's illustrations are spot on with the feel of the comic at the time of comic book history. Very bright, colorful, clean and righteous. 3 lanes and 3 standups at the top of the PF to shoot from the flippers at the bottom of the PF are a sign of tings to come. With 8 SUPERMAN letters to hit across the table, there is a great deal to shoot for and this keeps the entire PF valid.

The Cons:
I have yet to play a copy where you can make a shot to the top of the PF with the ball. might it be a dearth of Atari pinball parts? I have yet to visit the "Fortress of Solitude". Even if I can get to the top of the PF... the 2, 3 and 4 lanes at the top are near imp*@&$le to hit.

The Takeaway:
If you are a big superman fan, consider this game. I don't like playing it, but will reserve full judgment until I can find a game that plays as it should. The best way for me to describe my pin-experience with this table would be: Hey, anyone know any good Christopher Reeve jokes?

Update:
After all of this time I finally got to play a superman the play as it should. This is definitely a Steve Ritchie game. This copy of the game was very fast and the flippers were very strong. All of the sudden, feels game was alive! I believe this is what Steve has in mind when he designed it. Not the slow, lumbering box of meh that I encountered before this copy of this design. The orbits with spinners on the sides in particular are fast in the flow. There’s a surprising amount of chaos on the lower play field with the beasts layer like pop bumper on the lower left. Which is strange to say, because this game came out three months before paragon. Scoring in this game is really is about bonus and getting the top lanes to multiply your bonus with lanes one through three leading to 2x and lanes one through four leading 3X. Something familiar? I think it sounds like flash.

But more than anything else I got to play a copy of this game that had crispy and strong flippers and worked as it should. This game is fun. A lot more fun than I thought it would’ve been. Well the lower play field is chaotic and very much side to side proposition, we start to see the flow that made him famous. The angles on the drop targets are dangerous and require Carefil decision for shooting angles. Considering how early this is in his career, it is a sign of thing to from Steve Richie. The layout is certainly much better than airborne avenger. It is a fast widebody game that requires skillful play. If I could find one that was nice and fast, I would consider only one myself. Scores updated accordingly.
8.212/10
10 years ago
Ice Revue is yet another reason why Master K is the MAN!

The Pros:
5 lanes at the top to test your nudging and 6 standups to test your aim. With the 5 ball ruleset you have to hit EVERY top lane. Another Evel Knievel (light your spinners!) variant of the 3-5 ball rule in the game where the 5 ball game is much harder than the 3 ball ruleset. Pin-skills must be activated! Roy Parker did a fantastic job with the BG and the PF artwork! Hitting all 6 standups with the Eeeety Beeeety Fleeepers is no easy task considering trapping the ball is a deadly proposition. Table english is the best way to rack up points in the pops, sooooo work it! The game with 5 balls should last about a minute and you are going to have to earn every second of it. And I thought Oursler (tm) outlanes were tough! If that ball goes to the sides at the bottom you'd better be skillful AND lucky. Play on!

The Cons:
The game is rather simple. Then again, this is 1965. Personally, I'm not captivated by the theme, but so what. My real beef with this deck is that the big points at the saucer are more luck than skill. Agh!

The Takeaway:
A great shooters game that keeps you nudging and making the most of every opportunity that you have for shots with the flippers.
7.119/10
10 years ago
Spin-A-Card is another PHoF first for me. Much love to Tim Arnold and the PHof crew!

The Pros:
Master K lays down the law with this righteous PF design that makes you travel the whole PF. Do you collect cards? Or do you go for the 500 pt center lane. Nudging skills are put to the test!. Keeping the ball in the pops is the best way to collect all the cards and score points. Get all the cards and go for the tempting center standup! The cab gets bonus points for the Greek Columns on the side of the BG.

The Cons:
The spin saucers seem to be more of a randomizer than something to use in collecting cards. Lighting the pops leads to big points on this table, but getting into either side lane is a matter of luck as compared to a matter of skillful play. Game strategy is all about completing 1 task.

The Takeaway:
Another player by Master K. Find one if you can and work those Eeeety Beeety Fleepers.
6.502/10
10 years ago
Grand Tour is a game I first played at the Pinball Hall of Fame in Las Vegas.

The Pros:
Nine shots all over the PF mean that you have to work those Eeeeety Beeety Fleeepers for all they are worth! A great BG with lots of detail and a solid PF wth Can-can girls is always a bonus. The carryover feature makes you keep your eyes on the places travelled across the globe. Opening the gate and getting that ball all the way up the right side of the PF is VERY satisfying. A real skill shot with real consequences to your game, love it!

The Cons:
Even with all of the shots to make, this PF comes up as, well... boring. Maybe I need to find another copy that plays with a bit more zip?

The Takeaway:
Maybe I need to spend more time on this deck to really let it shine, but so far... I'm not feelin' it.

Me: Thank you Tim Arnold!!!
Tim Arnold: Bah...

Much pin-love to Tim, his wife and all the PHOF volunteers!
6.742/10
10 years ago
Hokus Pokus is a relatively unknown game by Greg Kmiec. You are more liable to come across one of the many "Home" versions of this deck (Fireball, Evel Kenievel, Galaxy Ranger and Elton John and the Dirt Brown Cowboy) than this one. The home version is missing the outlane gate and the center spinner.

The Pros:
A simple A-B-C-D top lane scheme to light up the table makes sure you are travelling up and down the PF at all times. Nudging skills are in demand as shooting for the standups on this table is a dangerous proposition. The standup is not an easy shot through the spinner, but is critical when lit to open up the right outlane gate. Spinners lit for 100 pts are way sweet!

The Cons:
I'm not so fond of the execution of the magic theme. Marche would have done better with pointy people for this fantastic theme.

The Takeaway:
Can be a bit simple and does not have the same touch as other games of this era, but when looked at on its own and tuned to be a challenge... this game can be a player.
8.446/10
10 years ago
Heat Wave is one of those games where things are not what you'd normally expect from game play, and it plays great.

The Pros:
A centered drop target and two swinging targets mean that you always have something so shoot for from widely spaced eeety beeety fleeepers. 5 pops at the top keep the action fresh and if you can plunge/nudge a perfect arc over the 5 rollovers, you are playing like a pin-champ! The temperature rises as the game progresses and the Steinholm art package is spot on. Gramps clicking his heels for the bitty showing a good deal of "calf" reminds you this is all in good fun.

The Cons:
Finding on in good shape can constitute a pin-grail quest of epic proportions. Junior is way too greedy with his ice cream.

The Takeaway:
The flipper arrangement takes a bit to get used to, but once you get the hang of this game, you are in for a great time.
4.744/10
10 years ago
I really wanted to like this game. Didn't happen.

The Pros:
A really cool "card reel" keeps the card game lively and in your face. This game is incredibly fast for a 2" flipper game.

The Cons:
The Card reel takes up the middle of the PF and makes everything else in this game a shot to the reels or a shot around the reels.

The Takeaway:
The Card reel was used to to better effect in Klondyke. The reel is a cool idea that was so big that it made everything else on the table work around it.
7.720/10
10 years ago
Expressway was the last single player game from Master Zale.

The Pros:
A brilliant art package all around from Christian Marche that accentuates the feel of the theme. Hitting E-X-P-R-E-S-S-W-A-Y in order is not an easy task and accumulating "mileage" had better be done with the flipper "Playmore" post up and ready to help you save your ball from the round mushroom bumpers that will send your ball back at you from half-way up the playfield at a random (as compared to a flat standup target) direction. The left kicker lane is great when it shoots the ball to the collect bonus saucer. It's even better when special is lit!

The Cons:
Missing "E" from the plunge can ruin your game. I don't have one in the stable.

The Takeaway:
If you are looking for a challenging game that is on the harder side of the EM spectrum, check this game out. It's a player! Purple-faced, arrow-eyed, commuter-fish-men are surreal.
5.270/10
10 years ago
Panthera should have been a good game.

The Pros:
An ingenious color schemed scoring system in this game means that every shot to the top counts. The spinner is satisfying and there are drop targets all over this deck. Doug Watson did a great job with the BG and the PF, even the cabinet on this table is tip-top. This game sounds pretty good!

The Cons:
With all this deck has going for it... where is the game? Rules and scoring are out of whack with gameplay and considering what Bally and Williams were doing in 1980, unacceptable. Considering Gottlieb is the king of drops, this game should have shined.

The Takeaway:
This game is slow, and boring. Who is Allen Edwall? Master K where are you?!?
4.778/10
10 years ago
Qbert is a game that took a lot of chances. This table:

1) A pinball based on Gottlieb's (Best and only successful) video game
2) Looks like John Trudeau really tried some different ideas with this layout

The Good:
A brilliant and unusual figure 8 layout that uses a 4 flipper arrangement that has never been seen before or again. Getting used the the left/right alignment of the flippers may take a game or two, but it makes perfect playing sense. The standup at the top of the PF is a VERY hard shot to make. The left "Coily" shot in particular is rewarding, goes to the lanes at the top right hand side of the pf. The video game sounds are perfect for this deck.

The Bad:
Considering the layout, there are very few shots to be made. Points are made by the lanes and the standup at the top of the PF, that's about it. Considering the amount of creativity and brilliance of the PF design, the game is, well... not really there. Onve you figure out the flipper arrangement, the ball never wants to drain. It got to the point where I just walked away from boredom.

The Takeaway:
Kudos to Trudeau for trying something different. Play it so you can say you played it, but the novelty wears out quickly. The video game is far superior to the pin.
8.565/10
10 years ago
The Wizard of Oz is the first game from Jersey Jack and I am happy to say that I got the chance to play it at 3 different locations within the past month. I never thought this would be a good theme. I'm glad to be proven wrong.

The Pros:
The art is great. The lights a bright. The screen will tell you everything you need. Is it a good game? Yes. And I think it is getting better with each S/W revision for sure. Has there ever been another game with 2 upper PF's before? I really like the left one. As good as the upper PF on TSPP!

The Cons:
My problem isn't with the game. It's with all the whiny, bitchy negative people here. I mean really...

The game has no flow... nyeeeeehhhh. Play a Pat Lawlor game and quitcher' bitchin'!

The game takes the ball away from me and gives it back to me for one shot... Baaaaahhhh! Well maybe you should stick with the old fashioned way of playing a game and 1) realize that you are getting a chance to save the ball you lost, and thatis more than what playing EM games give you when you drain the ball. 2) Play Better!!!! (monkey screech in the background) - Norm: from This Old Pinball

It took them forever to get this game on the street... myyeeeehhhh. The reason why Stern made games cheaper and less interesting for years is because they had no reason to improve and innovate. Ever since mid-2011 (about the time Jack started making his intentions known) GaryCo. has put out solid and a few damn fine games. Competition breeds the impetus to succeed.

And then we have the cheerleaders (doling out 10's like they've been' drinkin' the Kool-Aid) that are just the other side of the emotional fence. This is not the best game ever made, go play some TZ or some AFM already... I will say that I am VERY much looking towards the Hobbit though.

The Takeaway:
Forget the incredible art package, new visual and mechanical technology to the kit, the brilliant LED show or the solid feel of this game. What this game really brings to our little hobby is hope. Hope that someone out there believes enough in our little corner of reality to bring some more goodies to the table. Hope that this little thing we've got is gonna keep on keepin' on.

That's a fact Jack! -Bill Murray in Stripes

Update:
I just played the 1.23 S/W last night at Lyons Classic Pinball (It's back from the 500 year flood!) and this game keeps getting more interesting. The "Weak Flippers" mode in particular was impressive to me as well as the light show which keeps on getting brighter and more mesmerizing. I think I'm starting to get the hang of the ruleset and the audio/ screen cues keep getting more and more refined. I "may" have to look into purchasing a Hobbit...

Update v.2:
The more I play this game, the more I discover about it... but I also enjoy playing this game less than I used to. Every once in a while I find some incredibly obscure feature of the game that stacks on top of another mode/multiball and the game sings, but I'm just not feeling the thrill of a great pinball game in this box. The theater is incredible. The game guides you where you need to go, but this game is that beautiful car that looks great, has a great engine, and all the stats are through the roof. But when you drive it... it just doesn't come together. I think that's the best analogy I can make with WOZ. It should be, but it isn't. Here's to a fantastic first effort. I can't wait to see what else JJP puts together with The Hobbit and Pat Lawlor's new design.

Update V3:
Most games that I play, I really like the layout and am let down by the rules. This is one of the few decks that bucks the trend. I don't care that much for the layout, and am amazed by the ruleset. I still like to play this game. It reminds me of TSPP.

Update V4:
I have finally gotten to the point where I "think" I understand Woz. Now that I have finally been able to grasp what Keith Johnson has been up to, I am amazed. This game is really incredible. The "journey" that one takes when this game is played is true to the journey you feel when you watch the movie. Nothing like this has been done since LotR. If I could find a copy that had new boards in it, I'd seriously consider having one. It took me about 3 years to do so, but I really like this game quite a bit now. There is so much to do on this game and how you set up your stacks makes the difference between a great score and a GC. Strategy, chaotic shots and brilliant colors all around. Between all the growing pains that JJP went through and the software revisions, the end product is brilliant. I am so proud of the people that went through all of that work and trial and errors. Was it worth it? I believe it is.

Update v5:
Never in all of my time playing pin have I ever felt so conflicted about a pinball design. This game has so much to it and all I ever feel about this game after a long session comes down to two words.

Luck

Fest

Serious. I LOVE playing games where a 4 year old can look at the "pretty lights" and get a half a million point score when the next experienced player gets housed 3 balls straight. Yes, that's pinball. Yes, these things happen. No, this is not 1972. No, this should not happen with such frequency. I will get better at playing this game, but part of this for me is now, Do I really want to? Not a good sign.
7.455/10
10 years ago
Paul Bunyan may be the first single level playfield to have 5 separate pinball playfields included into it. Seriously. this may be the most densely packed pin-deck ever conceived.

The Pros:
The upper gate that can be shot from both flippers requires quite a bit of skill to hit. 500 pt's on this deck is no joke. So hit it if you can. The BG is a trip and the woman shaving him with the double headed axe always cracks me up. Seriously, the dude looks so happy! A surprising amount of shots to all 6 flippers and many of the shots alternate being lit or unlit for large amts of points if you can hit the targets/lanes/saucers. You'd better hone those 2" flipper skills, you're gonna need it as trapping the ball happens once in a blue (ox) moon.

The Cons:
Once the ball drops below the second set of flippers, your time is very short. In a 5 ball game I'm only able to get the ball up above the second set of flippers maybe once or twice. Those outlanes are deadly with few to compare. PF and cag artwork are criminally poor as compared to the BG.

The Takeaway:
If you have strong flippers and a good sense of rebounding off of eeety beeeety fleeepers, this game may be for you. If not, oh boy...
8.351/10
10 years ago
Jacks Open is one of those games that looks like there is nothing to do on the deck. The truth is that there isn't much to this game, but what is there is incredibly well balanced and challenging.

The Pros:
A deceptively simple and straightforward game that keeps you coming back like an old addiction that you cannot shake. For a game with only one real feature to it and a wide open PF... where does this game get it's game??? This is the talent that Master K exhibits in his creations. The "One more game" factor on this deck is through the roof! Beware the open inlane/ outlane gate as standard issue ball control techniques will fail you. Lazy and sloppy pinball players will get worked! The only feature of the game is 2/3rds the way up the PF and you'd better be on point with your aim! Missed shots come back down the PF an offer slow painful SDTM death or nasty bounces off passive (but if freshly rubbered) yet lively slings for careless shots.

The Cons:
Finding one in good shape seems to be difficult. It's also sad in the sense that this was one of the last great EM games that Gottlieb built and it represents the end of an era. Boy that space between the flippers seems to be Grand Canyon wide...

The Takeaway:
Another brilliantly balanced game by Master K! Granted the faster games of Williams and Bally were taking over Gottlieb's dominance of the marketplace at this time, but damn... this is a fantastic table to play.
8.362/10
10 years ago
Jacks Open is one of those games that looks like there is nothing to do on the deck. The truth is that there isn't much to this game, but what is there is incredibly well balanced and challenging.

The Pros:
A deceptively simple and straightforward game that keeps you coming back like an old addiction that you cannot shake. For a game with only one real feature to it and a wide open PF... where does this game get it's game??? This is the talent that Master K exhibits in his creations. The "One more game" factor on this deck is through the roof! Beware the open inlane/ outlane gate as standard issue ball control techniques will fail you. Lazy and sloppy pinball players will get worked! The only feature of the game is 2/3rds the way up the PF and you'd better be on point with your aim! Missed shots come back down the PF an offer slow painful SDTM death or nasty bounces off passive (but if freshly rubbered) yet lively slings for careless shots.

The Cons:
Finding one in good shape seems to be difficult. It's also sad in the sense that this was one of the last great EM games that Gottlieb built and it represents the end of an era. Boy that space between the flippers seems to be Grand Canyon wide...

The Takeaway:
Another brilliantly balanced game by Master K! Granted the faster games of Williams and Bally were taking over Gottlieb's dominance of the marketplace at this time, but damn... this is a fantastic table to play. Yeah, this is Gottlieb going back to the well to try to keep up with their competitors, but this is still a solid deck.
7.363/10
10 years ago
Cover Girl is one of those games that you just don't see that often.

The Pros:
A solid layout that makes the most of a layout that requires long and short shots all over the table. The Calendar Girl theme is well integrated into the BG. When rollovers are scored, the corresponding pin-up girl lights up on the BG! Roy Parker really knew how to render a showgirl. Playing the game is where this deck shines. Do you shoot for the lanes and let the ball roll around? Do you shoot for the center target? Is your aim good enough to hit the desired side or right in the center to light both sides of the 1-6 ladder and the corresponding ladies? I usually don't like games with gobble holes, but the 50-100-150 point shots on this game are balanced out quite well with the scoring scheme on this table. The 6 birds just over the score reel on the BG crack me up! The old crow ogling the young woman on the left with his Binoculars is hilarious.

The Cons:
The checkered background pattern on the PF and the BG is hard on the eyes. Ouch!

The Takeaway:
One of Wayne Neyens's better playing designs from the early 60's. I usually give a Parker art pax high marks, but this one falls short with the busier than it should be graphics.
8.516/10
10 years ago
Bazaar is the first game to have zipper flippers. Between that and a great asymmetrical design by Master Zale... this game is a player!

The Pros:
Each game starts out with a brilliant bounced skill shot that will test your plunging and nudging skills. IF you get the center lane to open the gate, you now have to get that ball all the way up the PF using eeeeety beeeeety fleeeepers. Not an easy task. Do that multiple times in a single ball and I will be impressed. Fantastic shots that take that pinball all over the PF. Scoring the "U" mushroom target (STAT!) is absolutely critical to longer ball times and higher scores. Low angles with the slings mean that the ball is projected up the PF and away from the flippers, but also sends that pinball towards the evil outlanes with every bounce!

The Cons:
This game is super-nasty-hard unless setup properly. Flipper strength has got to be up to the task of getting that ball all the way up the PF.

The Takeaway:
A simple, yet never easy table that will always challenge the skillful. This game is not for the timid or easily discouraged. When you make this game sing... you feel like you accomplished something. And that is the magic that Master Zale brings to the game of pinball!

Update:
The playfield is cut in half by the mushroom bumpers. Lots to shoot for, but high risk at all times. Zip those flippers and learn to aim backhanded whenever possible. One of the best low angled "floater" games ever made. Enjoy the chaos!
9.417/10
10 years ago
Volley is a game that I came across and I thought to myself... "This looks like a good design." Well it plays better than it looks.

The Pros:
Great shots with 15 drops. Don't forget to try to rebound the ball off of the top rubber arches to get back to the top 3 lanes. You have to consider the shots that you want to aim for as well as the rebounds that those shots will take. The limitations of EM tech mean that you can knock down 2 targets on each of the three banks lit for 5k and only score a single 5k out of 30k! Yes I know that this happens... because I have done it (and subsequently tilted out my entire game in frustration, that'll learn me... HA!) The upper lanes that lead to the in / outlanes can be worth 5k, but are not worth the risk of losing a ball. Gotta keep that ball alive on the upper PF! Open lanes at the top of the PF requires a soft touch with the plunge as well as making the most of nudging skills to get that ball down the lit lanes. A surprisingly open lower PF that has lots of action when properly maintained.

The Cons:
This game can skyrocket with scores if not properly set up and nastified. My personal recommendation, a whisper-sneeze sensitive tilt and openings to the in/outlanes set as wide as can be for optimum chance at a 10 point, 1 ball game to regulate the cro-mag players (that would be... me!). I kinda wish that the slings had action to them. Dead slings on a design like this are understandable, but I would have liked a bit more action on the lower PF.

The Takeaway:
A properly set up game will have that magical "one more game" quality to it. Otherwise you can expect to roll this game quite easily. Even with my game tuned as nastily as I can make it, I frequently roll it to the point where I consider a truly rolled game one that comes in past 199,990.

Update:
Can't
Stop
Playing
This
GAME!

The prioritization of shots to keep the ball from hitting targets you don't want to hit makes a big difference in how you set up your shots. Can you get the ball back to the top arch to try to score a lit top lane? There are no return lanes to the shooter or extra balls. You play the best with whatchoo gots! Very much like the righteous Gottlieb Atlantis in that respect. You will have many "average" games with this deck but when you get a great game, you really feel like you have earned what you have played for. I also have my game set to game over on tilt, so when you mess up... you feel the pain! Waxed, steep and fast, this game is a true player!

Update v2:
Looking at games like Diamond Lady, AC/DC and to a less direct sense, WPT, TFTC, the target bank / shot(s) /target bank / shot(s) / target bank layout is a classic design that offers challenging shots, difficult to control geometry and a whole lotta (rosie) fun. This game is a classic player and will always keep you coming back.
8.185/10
10 years ago
Metallica is the new pinball from Stern and it's another title that gets released and then the software is finished as time marches on. With this in mind, I am writing this review with the "earliest" version of S/W to hit the streets on the pro model.

The Pros:
Some The toys on this game have functionality built in mind. I never thought I'd see a more righteous electric chair multiball show, but Stern may have beat TAF at it's own game. The ramps and orbits feel great. I can't remember the last time I saw a game with INLINE DROP TARGETS! Whoooo-Hoooo! I love inline drops! the left MB-Creech lane is a tough shot.

The Cons:
Half-baked software is the standard issue in pinball these days. I guess I can't be too disappointed (to hell with that, on-site testing and QC should be done BEFORE the game hits the streets!) and should be grateful that new pinball games are coming out at all. 10 shots and a bank of standups that would make any Fan-Man proud. You get to choose 1 song for your entire game. I guess it would be cool in a 4 player game to use it as a queue to who plays next... unless everybody loves to listen to Master of Puppets. The snake toy is cool, let's hope it can take a pounding on location. It's right in the middle of the table and is going to bet bonked all day long. The mystery kicker is accessed more easily through the slings than it is by an aimed shot. This game suffers from the "Limited-Edition-Gotta-Haveit-Titis". I like the gameplay as much (or maybe even a touch more) on the Pro Edition of this table. Think... Tranny-Formers! Don't get me started on that silly hammer...

The Takeaway:
I have a nickname for this game. Metallica, I dub thee: "AC/DC Lite". We shall see how time, S/W updates and mileage fare for this table.

"Hey Shawn, that's a nice Metallica T-Shirt you're wearing."
"Thanks man, I borrowed it from a friend."

Update - 7-26-13:
The more I play this game, the more I like it. This game is a bit of a throwback as far as not being as deep as other games from Stern as of late... but so what! This game is fun! Rules still are being worked out, but this is alright with me. I'm just gonna let my 'Tallica wine age real fine! Scores for gameplay updated accordingly.

Update: 9-12-13 I think that the Pro plays as well if not better than the LE/Premium. Both games play better with updated code.

Update v3: With the new code, this game plays much better than it did before. Tourney play still dictates lots of Sparky before anything else, but the inclusion of the Crank it up modes makes a HUGE difference in the playability and strategies involved in this deck. The Longevity of this deck went through the roof. A great game to have at home. Scores upgraded accordingly. Not so hot on this table. The Hammer. I see these things break down and stop a game dead in the water on location ALL THE TIME and adds no game to the game other than the novelty of "oooooh... Lookit that hammmaahh!". Compare this to the lower PF on AC/DC (which almost never breaks) and is a big part of the gameplay. I also have to say that the lighting package on this deck with the strings of LED's on the sides of the game make you feel like you are at a rock concert. My advice, put the LED kit on your Pro.

After watching "Some kind of Monster" I'm gonna try really hard to forget what whiny sniveling douchnozzles made this music. When does the Motorhead pinball game come out?

Update v4:
This game is a great playing game. The ruleset is incredibly well done and requires skills to collect the big scores. Crank It UP can be an all or nothing affair, and at the same time also means that you can come back from almost ANY deficit! The animations are great and while you don't always have to know the rules to have a great game, it certainly helps. After a while I have to admit, the art package is really great. Dirty Donny knocked this one out f the park. Stern should consider hiring him for more projects! A really solid game that has a few flaws that are minor in comparison to how well this plays and stays true to the theme. I still don't like the band... so what. I'll play this great game with headphones on listening to whatever I damn well please!

Update v5:
This has to be my most "updated" review now. The more I play with people who know this game, the more the nuances and strategies become more apparent and learning how to make Crank it up a real priority. One of the things I am really beginning to like about this game is that you are never "out" If you can get to crank it up and play it well, you have a very good chance of you making the game a winning score. Getting all 4 to The end of the line... yeesh. That's a lot of work. Learning how to maximize your lit shots to get to CIU as quickly as you can is an imperative. This also means that you have to utilize the entire PF and always have your doublers in mind for the big whammy scores. I am starting to really love this deck. I still see people "lucking" their way into big scores, but the knowledge of game rules on this table will definitely increase your baseline results. This is always a good thing. Thank you John Borg and your team of merry men!
8.661/10
10 years ago
I FINALLY got the chance to play this deck and I have gotta say... it's a lot of fun.

The Pros:
A solid layout with some easy shots (left and right ramp and left orbit) and a few really tough shots (left VUK and the lane and ramp from the upper flipper). There are a few surprises as well (back to the shooter lane from the passageway through the drop targets. The animations are solid and I'm especially fond of the WARNING animation where the game points at you with the character on the DMD. 15 modes mean that there is lots and lots to do and getting to the crown is well worth the 100 million per lit shot during that mode. MegaMode = multiball. This game has character and wears it very well. The theatre of this game, both light and sound are way sweet. Better than almost every B/W game ever made. Yep... it's that good.

The Cons:
The ramp from the upper flipper is near frickin' impossible to hit all the way up the incline. The pop bumpers are rather useless and are accessed more by chance than by a directed shot. The game that I played was set to easy rules and it handed out extra balls like they were candy. Mongo like candy. The flippers have a different feel to them that take a bit to get used to. It's a relatively low production number table and collectors get kinda silly for it. Silly pinheads...

The Takeaway:
Since I have only had the chance to play this game once... I'm looking forward to encountering another copy and play the heck out of it. Hopefully it will be at a more difficult setting. I like this game. Is it an Addams Family quality design? No. Is it a heck of a lot of pinball fun? It sure is and I'm glad that after years for looking for this game... I got the chance to put a few games in on this deck.

It may not be the greatest player, but this is a great game.

Update:
Alright, I was lucky enough to visit the collector who had this game again and learned a few things that are important for gameplay. First, a few things I don't like. You can actually shoot the ball all the way up to the top of the PF, through the pops and have the ball come straight back down the middle, not hitting a single thing along the way. Not the best for PF design. The other thing I don't care for is the rules/modes really need multiple plays to start to catch on to the nuances of the deck. Extra balls (on the settings of the game I played) are a frickin' gimme. So on to the things I do like. I really enjoy the sound package of this game, it's spot on with the county fair midway spookshow tunnel of love ride. It's great! The tilt warning is the best! I also figured out that the change item standup on the lower-mid right hand side of the PF changes the shot to make to start the mode. This is CRUCIAL for strategic gameplay as the standup is close to the flippers, now it's not a deathshot, but it has its dangerous moments. Can you make the lit item shot for the next mode? Do you want to go for the inner loop/ramp instead? Decisions, decisions... This is a really solid game, Quite possibly Alvin G's best. What a shame that this company went under when they did.

Slight adjustments to the scores.
7.839/10
10 years ago
Gottlieb Knock out is a woodrail from 1950 that is a great game to look at, but offers a much different "game" than most pinball players are used to.

The Pros:
This game looks AWESOME! Roy Parker takes an incredibly violent theme and injects a great deal of character and humor into it. From the nose crushing punch in the middle of the PF to the Giesel like mitt on the end of the bamboo pole to the grandma in the stands whacking some joker over the head with her umbrella... this game oozes light hearted hilarity that would be right at home in any 3 stooges movie. The boxer animation in the middle of the PF is way righteous. Scoring a knockdown is always a hoot.

The Cons:
I know this is the design of the game... but when that metal gate drops... your game goes away, real quick. There really isn't much to shoot for on this table. I have had the saucers barely loft the ball over flipper and into the outhole more times than I care for.

The Takeaway:
A great snapshot of the game of pinball from the year of 1950. Highly valued by collectors of pinball and nostalgia alike. The game is set to 5 balls, and it's over in around a minute's time. Find one if you can and play it!

Update:
I got to play a super nice copy at The VFW show in Ann Arbor. Get to 15 knockdowns if you can (I couldn't and I REALLY tried). I was able to raise the gate during gameplay, but I have no idea how I actually did it. This game is lots of fun. I can see why it was such a hit in 1950, it still plays great today!
9.480/10
10 years ago
This is possibly the best PF design that ever came out of Gottlieb, ever. I have only encountered this add-a-ball game once and it played great!

Pros:
The shots! the way the game opens up from the flippers to the top of the pf with 10 drop targets to shoot for. A shooters game if there ever was one. A skill shot that takes real skill. Nudging properly is required as well. You have to do it to keep the ball on the table... as the outlanes and the space between the flippers eat up pinballs like there is no tomorrow. If you can roll this game... your pin-fu is very strong!

Cons:
Finding one. Especially one for sale. For less than the price of a new Mercedes-Benz. Somewhere in my time zone.

Takeaway:
A truly classic game design... They made over 18,000 versions of this game with different graphics/rulesets and even made a SS version. Hitting the lit target for another ball to play after dropping all the targets is never an easy task. Adding balls to your quest for a high score is incredibly satisfying and is also an excellent example of a great psychological "hook" in a well designed game. Master K is the MAN!

Update:
The El Dorado has landed, into my collection. I am very happy and very grateful to the seller who got this game to me at a relatively reasonable price. While Target Alpha is long gone, ElDo is staying around. We will see if I ever come across a Gold Strike or an El Dorado, City of Gold. In the meantime, I can't stop playing ElDorado. That'll have to do for now.
5.308/10
10 years ago
Nugent is a relatively rare game that happens to be themed after The Motor city Madman.

The Pros:
A build/ collect bonus scheme that will keep player flipping. Good shots and a nice range of shots with drops. The spinner is satisfying and the rollover buttons at the top of the lanes will keep your nudging (nugeing) skills on point.

The Cons:
For some reason, the BG's on this deck have a bad habit of flaking. The upper flipper has shots to the drops and the bonus collect lane, but the play mechanic is not well implemented. The sounds are lacking. This game goes for crazy money due to a rabid (literally) fan base for the theme.

The Takeaway:
This is a decent game (to play) from Stern v.1. Crank up your Nuge while playing this deck... Because you happen to like to play pinball and/or you're a Ted Nugent fan. Otherwise why own this table? So you can use it for target practice with your laser guided crossbow?
7.475/10
10 years ago
Kickoff is another game in a long line of great designs from Centurion K. Why people bag on 60's williams games is beyond me. When given good pin-love, they play great!

The Pros:
A deceptively simple layout with lots of action when set up correctly. Fantastic acction in the pops keeps this game moving much more quickly than one would expect. Nudging skills are much more important than initially considered as this game is all about keeping that ball up high on the PF. The ladder of rollovers is a nice feature. How many can you hit in a single shot? I really like the rollovers at the top of the PF as well. the dead bumpers can score more than 1 rollover if nudged properly.

The Cons:
There really are only 3 shots on the game and each of them is a bit of a "luck" shot. The upper left and right hand shots are all the way up the PF and require a good bit of skill to hit them. However, you are as likely to score them off of a pop bumper. The saucer is scored more often by a soft roll than an aimed shot.

The Takeaway:
When this game is leveled, steep and waxed, it's a blast. I have heard a few people complain that this game is too easy. The game I played had posts placed in the middle of the outlanes. I don't know if this was original or a modification (Thanks to AlexF for pointing this out to me). Now if you REALLY want to make this game nasty... take out those outlane starposts (or leave it as original, I don't know what it actually is) and then tell me that this deck is a cakewalk. 4 inch outlanes with damp wooden siderails and angled tops of the slings (think ST;TNG) make this thing a complete outlane drain monster. Work that wiggle and see if you can get that ball to "walk" up out of the side drain!

And remember... redheaded cheerleaders are the best!
2.917/10
10 years ago
Neptune is one of those low production games that collectors seem to go bananas for.

The Pros:
The art pax is decent.

The Cons:
This game has a crummy layout by John Osborne. Once the ball drops below the top lanes, it never really goes back up there. There are only 3 direct shots in this game. Two satandups (good typo) and 1 saucer on the lower right hand side of the PF. Everything else on this table is an indirect shot. What kind of a pinball table requires indirect shots and nudging skills to be paramount. I'll tell you what kind of a pinball table does that... a bingo. Fake SS #'s on EM score reels are a joke, that wears of really quickly.

The Takeaway:
Only for collectors who look for rare games with low production #'s. Players and people who appreciate pinball as a game will walk on by this after they played it once. If you absolutely have to get a low production Gottlieb game from this era look into Centigrade 37 (and that game is no great shakes to play either).
8.019/10
10 years ago
This review is based off of my Klondike rating.

Yukon Special is one of those games that really sneaks up on you and makes you realize the amount of game that is in this deck is astonishing.

The Pros:
Great shots all over the PF. The center saucer is a great "randomizer" for the ball in this design. 5 pops mean great action especially back up towards the combination reels at the top of the design. The 2 upper saucers are touch shots that while the ball can be guided in rather easily, make sure that the entire PF is utilized. Advancing the center reel from the orbits are TOUGH shots. Christian Marche pointy people (and horses and bears and ducks) make this whole art package scream 70's pinball!

The Cons:
Mine needs a new BG. FEEL THE PAIN! The center saucer is rarely scored.

The Takeaway:
I "nastified" my game by taking the posts out on the PF by the flippers. This game went from challenging to downright brutal. If you don't have your control skills on point with this deck and that setup, your game is over right quick.
8.112/10
10 years ago
Klondike is one of those games that really sneaks up on you and makes you realize the amount of game that is in this deck is astonishing.

The Pros:
Great shots all over the PF. The center saucer is a great "randomizer" for the ball in this design. 5 pops mean great action especially back up towards the combination reels at the top of the design. The 2 upper saucers are touch shots that while the ball can be guided in rather easily, make sure that the entire PF is utilized. Advancing the center reel from the orbits are TOUGH shots. Christian Marche pointy people (and horses and bears and ducks) make this whole art package scream 70's pinball!

The Cons:
Mine needs a new BG. FEEL THE PAIN! The center saucer is rarely scored.

The Takeaway:
I "nastified" my game by taking the posts out on the PF by the flippers. This game went from challenging to downright brutal. If you don't have your control skills on point with this deck and that setup, your game is over right quick. I also found a little plug in the back of my backbox in this game. It converts this game to Add-A-Ball and instatly transforming my Klondike into a Yukon. I gots two games in one!

Update:
After playing this game for about a year, I got to the point where the "luck" factor of the game with the reels and the icons became enough of a factor that I didn't think that the game was really a skillful one. It looks great, moves fast and has lots to do, but high scores really became more about the ball careening about and hitting the right target at the right time and THEN getting lucky enough to hit a saucer... it was a rush when it happened, but it didn't feel like the points were earned. This box was definitely not a controllable environment to pin in. I loved this game, but it wasn't getting played at Casa Del 2Step, so it had to go. Fortunately, it went to a loving home one time zone over to the east.
7.602/10
10 years ago
I have been lucky enough to play the green Hulk version of this deck at the 1up and the Lakewood Grill in Denver. Now that I have had the chance to play this "lesser" version of this game... The LE/Premium version of this game is definitely the way to go.

The Pros:
Finished (or close to) software feels SOOOO nice on a new game. The PF is not the standard Fan-Man(tm) layout we have come to expect from Mr. Gomez. First game by Mr. Gomez that has not just 1, but 2 banks of drop targets. What took so long George? I really like the shifted ramp/orbit layout. The Nick Fury shot requires sniper skill. Hawkeye is my favorite shot in the game by far. Running multiple modes at once makes stackability of modes plus multiball a great way to play. I like the dots on this table's DMD.

The Cons:
This spinner is supposed to... spin, right? The Hulk toy is a ball trap/PITA even when it works! The Black Widow ramp is a tough shot that "sometimes" drops the ball into the HULK saucer. Don't get me started on the Hulk lock saucer that is only going to wear down and become even less reliable of a shot from the black widow ramp drop shot than it is already. Crappy shots/toys in the middle of this table make for a less than stellar game.

The Takeaway:
A solidly themed game that is fun to play and should swallow many quarters on location. Alright for the players, non-offensive for the girlfriends and great for the kids. This version of the game is not as good as the Premium/LE by a mile. That would make this a decent game, not a great game, if you have to do Avengers pinball, get the upgrade, (especially if you are spending that much money on the standard version of the game to begin with...) you'll be glad you did.

HULK MAKE POOPIES JACKPOOT!

Update - 7-26-13:
The more I play this game... the more I like it, and the more I don't. I am starting to really understand the rules and figure out the priority of shots. Yeah, that Black Widow is still a bitch... but, it is the Black Widow shot. Good thing this game doesn't have the Thor drop targets. Bad thing it doesn't have the Hawkeye secondary ramp. Another Stern that shows that more toys do not necessarily make a better game. Goooooo Tranny-Formers!

I like the "Irish Buckwheat in a headlock Hulk Underarm" Sooper JP!
8.428/10
10 years ago
Metallica is the new pinball from Stern and it's another title that gets released and then the software is finished as time marches on. With this in mind, I am writing this review with the "earliest" version of S/W to hit the streets on the pro model.

The Pros:
Some The toys on this game have functionality built in mind. I never thought I'd see a more righteous electric chair multiball show, but Stern may have beat TAF at it's own game. The ramps and orbits feel great. I can't remember the last time I saw a game with INLINE DROP TARGETS! Whoooo-Hoooo! I love inline drops! the left MB-Creech lane is a tough shot.

The Cons:
Half-baked software is the standard issue in pinball these days. I guess I can't be too disappointed (to hell with that, on-site testing and QC should be done BEFORE the game hits the streets!) and should be grateful that new pinball games are coming out at all. 10 shots and a bank of standups that would make any Fan-Man proud. You get to choose 1 song for your entire game. I guess it would be cool in a 4 player game to use it as a queue to who plays next... unless everybody loves to listen to Master of Puppets. The snake toy is cool, let's hope it can take a pounding on location. It's right in the middle of the table and is going to bet bonked all day long. The mystery kicker is accessed more easily through the slings than it is by an aimed shot.

The Takeaway:
I have a nickname for this game. Metallica, I dub thee: "AC/DC Lite". We shall see how time, S/W updates and mileage fare for this table.

"Hey Shawn, that's a nice Metallica T-Shirt you're wearing."
"Thanks man, I borrowed it from a friend."

Update - 7-26-13:
The more I play this game, the more I like it. This game is a bit of a throwback as far as not being as deep as other games from Stern as of late... but so what! This game is fun! Rules still are being worked out, but this is alright with me. I'm just gonna let my 'Tallica wine age real fine! Scores for gameplay updated accordingly.

Update: 9-12-13 I think that the Pro plays as well if not better than the LE/Premium. Both games play better with updated code.

Update v3: With the new code, this game plays much better than it did before. Tourney play still dictates lots of Sparky before anything else, but the inclusion of the Crank it up modes makes a HUGE difference in the playability and strategies involved in this deck. The Longevity of this deck went through the roof. A great game to have at home. Scores upgraded accordingly. Not so hot on this table. The Hammer. I see these things break down and stop a game dead in the water on location ALL THE TIME and adds no game to the game other than the novelty of "oooooh... Lookit that hammmaahh!". This is the reason why I like the Pro better than the LE by a mile. Compare this to the lower PF on AC/DC (which almost never breaks) and is a big part of the gameplay. I also have to say that the lighting package on this deck with the strings of LED's on the sides of the game make you feel like you are at a rock concert. My advice, put the LED kit on your Pro.

After watching "Some kind of Monster" I'm gonna try really hard to forget what whiny sniveling douchnozzles made this music. When does the Motorhead pinball game come out?

Update v4:
This game is a great playing game. The ruleset is incredibly well done and requires skills to collect the big scores. Crank It UP can be an all or nothing affair, and at the same time also means that you can come back from almost ANY deficit! The animations are great and while you don't always have to know the rules to have a great game, it certainly helps. After a while I have to admit, the art package is really great. Dirty Donny knocked this one out f the park. Stern should consider hiring him for more projects! A really solid game that has a few flaws that are minor in comparison to how well this plays and stays true to the theme. I still don't like the band... so what. I'll play this great game with headphones on listening to whatever I damn well please!

Update v5:
This has to be my most "updated" review now. The more I play with people who know this game, the more the nuances and strategies become more apparent and learning how to make Crank it up a real priority. One of the things I am really beginning to like about this game is that you are never "out" If you can get to crank it up and play it well, you have a very good chance of you making the game a winning score. Getting all 4 to The end of the line... yeesh. That's a lot of work. Learning how to maximize your lit shots to get to CIU as quickly as you can is an imperative. This also means that you have to utilize the entire PF and always have your doublers in mind for the big whammy scores. I am starting to really love this deck. I still see people "lucking" their way into big scores, but the knowledge of game rules on this table will definitely increase your baseline results. This is always a good thing. Thank you John Borg and your team of merry men!
8.792/10
10 years ago
North Star is a game that I have been looking to play for a long time. I have heard many good things about this table, and fortunately, they're true.

The Pros:
This game looks the way that it plays, fun! Ball times are relatively short. Lighting the pops from the top lanes is lots of fun. A surprisingly open PF with 5 pops means this game has great action and the ball travels across the deck quickly in all directions. Surprisingly good action from the slings on the sides keep the ball moving back towards the flippers and into play. The random special in the middle of the pops is a nice feature that will keep you keepin' that ball in the middle of the action packed PF. Lighting the lanes makes the saucers light up for specials as well. You'd think with all these opportunities to get a special, that this game would be easy... NO! Wayne Neyes set up the perfect skill/luck/frustration/reward balance on this table.

The Cons:
This game is not always easy to find. However, it is worth the search. The rubbers and slings on this game better be fresh and bouncy, or this game can be frustratingly drainy. Only one bell? Is this a Bally?

The Takeaway:
A great playing game from Gottlieb with a layout that is challenging and surprisingly fast. Expect your game times to be under 45 seconds for a 3 ball game and just over a minute for a 5 ball game. Wayne sure did know how to make a game that would make lots of $$$ on location and keep people coming back for more. Find one if you can and play away!
3.711/10
10 years ago
Pro Football is one of those decks that had some interesting ideas put into it. But it doesn't seem to come together with gameplay.

The Pros:
Quad flippers will keep you on your toes at all times. I like the spinner when it gets ripped (as it should). I like the dual scoring and the progress across the field with the spinner and targets all around the PF. Nudging is mandatory in the upper PF lanes. Cheerleaders with large breastessessss are always a good thing.

The Cons:
This game absolutely positively has to be set up and angled right. The balance between "too easy" and "too hard" is too fine with this deck. That player on the lower left hand side of the BG is gonna bite his tongue off. I'm not a fan of the flipper launch button.

The Takeaway: Shoot the ball through the spinner to the upper lanes. rinse and repeat. A bore to play unless absolutely dialed. And even then... this game is high on the "meh" factor.
7.334/10
10 years ago
Space Gambler is a solid playing game from Spain.

The Pros:
A solid layout with lots to shoot for. The mushroom bumpers between the lanes make for secondary shots that you have to really focus on. The "Time Tunnel" on the BG reminds me of Space Time.

The Cons:
The art pax is weak. The Star Wars ripoff characters just make this thing look cheap. The A+B or C+D for double bonus is too easy. Needs to be all 4 of these unusual drop targets to light that feature.

The Takeaway:
Find one (if you can) and play it. Those wacky Spaniards did it again!
6.051/10
10 years ago
Delta Queen is an Jim Patla game that came relatively early in his career.

The Good:
A great looking BG in Christian Marche's "realistic" or "anti-pointy-people" style of illustration. Build and collect Bonus is always a good way to keep a game going. Solid shots to the top arch and the saucer mean that this game has good shots in the sweet spots for both bats. A-B double bonus is all about risk/ reward. How much bonus have you built towards the saucer? Evil McNasty outlanes mean that your control skills better be up to snuff.

The Bad:
Was this a "budget" game from Bally? Super simple rules with a 1 player format? I don't get it... This game is the predecessor to Flip Flop in the sense that either it just KILLS the player or it is too easy to walk all over it. Why is there no spinner on this deck? Why bother with the saucer, ever. High risk, low chance to get the shot to register... all the big goodies can be collected from the middle lane at the top of the PF instead.

The Takeaway:
A very simple and straightforward game that needs to be set up properly to keep it from becoming stale.
7.784/10
11 years ago
Band Wagon is one of those Ted Zale tables that just makes you realize that this man was years ahead of the game (so to speak) in terms of the way he laid out his shots and designs.

The Pros:
A fantastic asymmetrical layout in 1965 by Master Zale. You have to hit 1-2-3 before you go for 4 and then are able to shoot for 5. This takes you all around the PF. Not an easy thing to do with eeeety-beeeety- fleeeepers. The alternating lit lane at the top of the game requires careful and skilled nudging.

The Cons:
Tilt is single player style. One tilt... game over. AGH! Flacco-master flippers make the shots in this game... unplayable if the game is not adjusted to play as it should. Tinny sounding bells just don't do it for me.

The Takeaway:
A design that was ahead of it's time. IF this game has flippers that can reach the upper loops, it's a player.
4.545/10
11 years ago
City Slicker is a game that seems to be trying way too hard to be pinball and something else at the same time.

The Good:
The Double captive ball bridge is really cool. The reflex mini flipper from the center saucer will keep you on your toes. The qualification for the bridge (uptown) is well done with the tic-tac rollovers doin' their Xenon thing. Nice shots to the orbits to the arch to the upper saucer.

The Bad:
The upper PF should play better than it does. Reflex flipper shots SDTM at high speed are random (as in... not in a good way) making any shot to the center saucer a bad idea. That and... there isn't anything else to shoot for in the center of the PF. This makes the deck feel dead. Really dead.

The Takeaway:
The story goes is that this design was originally intended to let the opposing player control parts of this game to be able to play head-to-head. On the same table? On linked tables? Who knows, what we have now is this version of the game and well... it's not that great of a game.

Update:
I just got a chance to play this game again. It's not getting any better. I mean, what is with the pop on the upper PF? Really? The lower PF does not play well and the orbits just aren't enough to save this design.
6.384/10
11 years ago
First things first... Who CARES about Michael J. Pox and his image on this game. I mean... really. Where's Crispin Glover? I mean... C'mon McFly!

The Pros:
A solid layout with lots to shoot for. I love the ZZ top song on this game. The Delorean Millions round doesn't last long, so... work it! Is it just me... or is the right ramp the record holder of the widest pinball ramp in history? I like the drops and standups on the sides of the PF. This is especially true for the DMC targets on the right side that have to be hit in order as later multiball rounds are qualified.

The Cons:
Skill shot is lame, lame lame. I mean it's why bother lame. Unless, you are crossing your fingers for the double your score award. Then YOU are a lame pinball player. The first of many, many, many, many DE games with movies /licensing slapped onto a deck to draw players in to their (lesser than B/W) games. Huey Lewis and the News will always be associated with 80's sugar-pop mediocrity. Why, oh why... does this game not have more to do on it? It's a damn shame really. The theme is solid, and the idea of time travel could have been exploited so much more, but... this game is what it is.

The Takeaway:
This is a simple and fun game that is exactly that. Simple and fun. Now stop taking pinball so seriously.
1.411/10
11 years ago
Force II is a relatively rare pin from Gottleib.

The Pros:
Umm... The multiball mech is different and unique to this deck. 3 different sets of drops all over the PF. You don't see this game around much. Mostly because the best thing about it is the cabinet.

The Cons:
Gameplay is strange to say the least. Multiball has to be "lucked" as compared to "locked" to get the party started. The upper flipper is useless, even with 4 drops and a spinner that is more likely to be utilized bouncing out of the top arch as compared to an aimed shot. The art package is very different, but not in a good way. Sounds are meh.

The Takeaway:
I don't think there are many "bad" pinball games out there, but John Osborne screwed the pinball-pooch on this design. Very high on the list of "sacrificial lambs" to the pinball parts gods. Throw it in the volcano already, or better yet, find a Volcano and play it instead.
9.446/10
11 years ago
Bird Man is a game I came across at the PAPA facility. I had never heard of it or played it before. Now it's on my "want" list.

The Pros:
A well laid out PF with long and short shots. The Risk/Reward of the layout is very well done. The big feature is the Spinner embedded in the PF. This spinner is needed to raise the value of the top saucers and collect the big points. The trick with this is that the spinner has a nasty habit of putting the balls out towards the outlanes. These outlanes are Oursler (tm) worth for their ball gobbling ability. Downright evil I say! There are drops on the upper and lower PF. DO NOT shoot for the lower drops from the flippers. The geometry of this shot leads to above mentioned outlanes in a jiffy. I can't remember the last time I said Jiffy... hmm... The A-B standups above them are necessary for bonus doubling, but still have to be shot with a wary eye. Build and collect bonus (that alternates from side to side) will keep you on your toes and eternally entertained by this game. The art package is hot and would'nt you know it... those wacky Spaniards did it again with the gameplay.

The Cons:
Will I ever see one outside of Carnegie, PA?

The Takeaway:
When you see this game, play it. Then play it again and again and again. If anyone has one for sale, let me know. I am VERY interested. This is a damn fine game.

Update:
I had to travel 2 time zones to pick the game up. It is a very hard game to play. Since I have owned it for nearly 2 years I have never rolled it. Bonus max is 200k and the game is set to 5 balls. This game is that hard to play. A true challenge and a damn fine game.

Update v2:
This game has still not rolled. Even though the typo on the bonus count starts AND ends at 100k. I have not been able to raise the bonus to 100k, hit the double bonus A-B sequence and do it 4-5 times. I'm going to go through the entire game and rebuild everything that I can. I'd love to make this game truly tourney ready. Strangely enough, other than the gold targets and rollovers, there really aren't many scoring opportunities on this game. So much to do. So little to focus on. I kind of wish the saucers would kick the balls back into the pops, but ripping the spinners from either side is good with me too as it is relatively predictable and the chaos factor on this design is high enough as it is already. The amount of stepper units in this game is nuts. I love this game too much though... gotta play it some more!
8.111/10
11 years ago
Quite possibly the worst game to come out of Williams's doors.

The Good:
It can be used for parts and firewood. I like to call this game "Little Queef". That is all the enjoyment I derive from this pin-bomination.

The Bad:
Utterly horrible gameplay with an art package that will make you wish you were bleeding from your eyes.

The Takwaway:
If there is a pinball hell... There are a thousand games down there in perfect operating condition... They are all Little Chiefs.

Update:
I love to be wrong about pinball games. This game joins Big Brave in the gallery of "Where's the game?" kind of game. And wouldn't you know... there it is! Once someone showed me what to do on this table I saw the light. No extra balls means that you need to make the most of what you are given. Bonus is king in this game so you gotta work it and not tilt simultaneously! Man... I LOVE being wrong about pinball games.

Update v2:
I have one in the stable and have to say that this table is an interesting one. A fresh set of rubbers is a must and hi-tap is the way to go. especially with the sparse pop garden. Good action up top must be tuned and this validates the rest of the pf. The shots are surprisingly large and the A-B targets at the top are the key to lighting the bonus adding shots and rollovers to make this deck sing. Here is the brilliant part of this game. The sequence resets each time the bonus is collected. So you REALLY want to make the most of the 3 lanes up top. The A-B to build and the center lane to double the bonus (which can be collected from the drain as well as the right hand shot to the shooter lane. Can you roll this game? yep. This deck really needs to be "tuned" to maximum playability. Getting this balance right is not easy and the options on the outlane posts help the difficulty settings, but damn... this game either is balanced right or is too easy or too hard. Gotta find the baby bear and get your porridge "just right". The good news is that it is worth it. Just take the time and get the balance right.
7.084/10
11 years ago
Clown is a Zaccaria game that is rather frivilous and fun. Except for the clowns, they're f'n scary.

The Pros:
Another creative layout from the Zac team (does anyone know who did the designs for these decks?). Crazy sounds come out of this box and the drop down clown target is a really cool toy.

The Cons:
I have played 3 copies of this table and have yet to play one where the Clown flag works as it should for more than a single ball during a game. And that was on the "good" game.

The Takeaway:
An entertaining game if you can find one that works as it should.
9.012/10
11 years ago
Time Machine is one of the finest pieces of pinball art ever created. And, it's a solid player to boot.

The Pros:
Look at it... I mean... just look at it. This game is bright, visually articulate and let's not forget IN 3 DIMENSIONS! The BG with the neon lights in it just looks like nothing else you have ever seen in a pinball game. Can't forget the infinity 2 way mirror in the middle of the BG either. Best candidate for pinball awesome overload art package, ever! The rising/falling pop bumpers on the disappearing pf give this game a serious "WOW" factor, especially when witnessed for the first time. I love the right ramp shot that goes all the way around the entire PF and then feeds the left hand side flippers again. IT's the perfect frame for the circular area of the disappearing PF mechanism.

The Cons:
Finding one, that works. I'm not a fan of the second set of "sissy" flippers. If you don't have the skill to work the ball between the 2 sets of flippers, you need to refine your pin-fu.

The Takeaway:
When you are luck enough to be in the presence of this game. You need to play it, and then play it again, and again, and again. Preferably with friends. That is all.
6.846/10
11 years ago
Soccer Kings is another creative and colorful game from Zaccaria.

The Pros:
Tight target shots on the sides and challenging shots up and across the PF from all 4 flippers. Drops at the top and loops mean that the ball moves fast and slow depending on what you are shooting for. The white disappearing kickout from under the PF moves fast, you'd better be ready!

The Cons:
I wish there was more to do on the upper PF other than a single shot to the goal. Seems like an awful lot of work for just that one target up there. The player on the BG looks like he's made out of clay.

The Takeaway:
A good game, but not one of Zaccaria's best players. IF you like soccer though... this one may do the trick for you.
8.425/10
11 years ago
Pinball Champ is another great looking and playing table from Zaccaria.

The Pros:
There are fantastic shot selections all over this game. An upper PF that plays quite well. The art package on this deck is awesome all over. From the bikini babes on the BG to the detailed pink cab to the red hot-PF. This game looks awesome all over! The shot to the upper PF is tight and almost all the way up the PF. The spinner takes a nice left hand turn into the pops and the top lane through the pops goes around and down back to the left flipper. The upper PF is timed and keeping it up there until the timer runs out is not an easy thing to do either.

The Cons:
Unbalancing bonus X scoring seems to be a common theme with this company's rulesets. 50x bonus? Really? Parts, who has them? Do you have a machine shop to reproduce the parts that you break? I mean... it's pinball. Parts are going to wear and break. Right?

The Takeaway:
A really good game from the land of Baloney. Find one if you can and enjoy!
8.425/10
11 years ago
Pinball Champ is another great looking and playing table from Zaccaria.

The Pros:
There are fantastic shot selections all over this game. An upper PF that plays quite well. The art package on this deck is awesome all over. From the bikini babes on the BG to the detailed pink cab to the red hot-PF. This game looks awesome all over! The shot to the upper PF is tight and almost all the way up the PF. The spinner takes a nice left hand turn into the pops and the top lane through the pops goes around and down back to the left flipper. The upper PF is timed and keeping it up there until the timer runs out is not an easy thing to do either.

The Cons:
Unbalancing bonus X scoring seems to be a common theme with this company's rulesets. 50x bonus? Really? Parts, who has them? Do you have a machine shop to reproduce the parts that you break? I mean... it's pinball. Parts are going to wear and break. Right?

The Takeaway:
A really good game from the land of Baloney. Find one if you can and enjoy!
6.983/10
11 years ago
Robot is a game that I played on the far wall at the PAPA facility. It took me a while to tear myself away from it once I figured out how to work with the ramp/ robot proto-trolls.

The Pros:
Robot Bridge to dropping the 5 cylindrical targets, and again, and again and it never gets old! Zaccaria games have the most vibrant art packages out there. The action at the top of the PF is lively and the shot selection all over the layout is well thought out. The clyindrical robo-trolls can be taken down with indirect glancing hits. This creates interesting angles and ball shots when the targets are up. That Robot Bridge shot is TIGHT!

The Cons:
Finding one for sale. Finding parts (ugh) for this game when things break down... The BG is muddy and looks amateurish as compared to the bright and vibrant art package of the rest of the game. Must keep eyes on the PF! That and it looks like it was (poorly) inspired by the album artwork for the Queen album "News of the World". 20x-40x-80x from the upper standups that have to be reflected on from the upper sling/pops? Bonus heavy by chance is an understatement. That one aspect of gameplay alone makes this pin un-tourney worthy.

The Takeaway:
A great pinball experience from those wacky Eye-Talians. IF you are looking for something different and fun. This game may be just what you need. Check out the gameplay here: http://pinball.org/videos/gameplay-videos/robot/
9.181/10
11 years ago
Gator is another game created by the master of asymmetrical EM game design Ted Zale.

The Pros:
A deceptively skillful game that requires the player to slow down and aim the ball the with zipper flippers as well as make the most of nearly vertically oriented slingshots. This game has a well tested PF. There were not too many re-hashes of 60's Bally PF's. This one was so good, they did it twice (Campus Queen and Sheeba)! Zipper flippers are always a good thing in my book. Mushroom standups require aimed shots all over the PF. That's not always so easy to do when the zipper flippers change the angle of your shots when they are activated and come together.

The Cons:
Is it just me... or is it easier to get this ball up the table with the slings than it is with the eeeety beeety zeeeper fleepers? I usually gush about the pointy people, but I am not down with Jerry Kelly's art package on this deck. The PF in particular is boring and bland.

The Takeaway:
Master Zale took a great layout and with zipper flippers and a few adjustments to the rules, put together a solid table. Gitcher' EM skills (and patience in pin-play) tuned with this game. A deck that when properly set up... is a true player. If you don't believe me... fine. Check out this vid featuring Derek Fugate rolling this table in tourney play in Pittsburgh at PAPA. http://pinball.org/videos/tournament/papa/2011-papa-14-classics-1-semifinal-gator/ Enjoy!

Update:
I played this deck at Pinburgh 2013 (the same table featured in the above mentioned movie link) and I have to say that I like the play much better on a well tuned deck (imagine that). Steepen it up, wax it shiny and make this deck sing! Make sure to keep your aim stright for that blue mushroom in the middle to zipper your flippers, it's going to save your game.

Update v.2:
Light the lights to see the Gator's eyes with the color coded mushroom bumpers (and the inserts) and the artwork that POINTS to the game features that you will activate from that set of switches that you hit during gameplay. A brilliant design that communicates immediately to the player the game's feature/award state and what to shoot for. I like this game. I'd like to have a copy in my stable.
6.545/10
11 years ago
Independence day is a VERY fast and fun game when properly maintained.

The Pros:
A really nice layout with multiple shots from the upper flipper and LOTS of flow. Possibly the fasted Sega pinball game ever made. It's up there with Shadow, No Fear and JM. For real. Great shots are all over this PF. Multiball is where it's at with this deck.

The Cons:
Sub-standard rules make sure that if your game lasts more than 3 minutes... you're gonna be bored. The bash the alien head toy is prone to failure after being pummeled on location. The art package looks like it was applied with mud on a stick. The sounds and dots are OK, but nothing impressive.

The Takeaway:
A entertaining and simple game based on a summer blockbuster movie from Sega... who would have guessed?

Update:
I got a chance to really session out a nicely tuned version of this game and I have to say that I like it more than I remembered. For a relatively low production #, this game (when properly maintained) is FUN! Banging the alien face can get old, but at least it isn't a huge target. The shots on the PF really come together well and many details that I originally looked over, like the eyes lighting up from under the flippers on the PF... really add to the ambiance of the deck. The lights under the alien saucer look fantastic and all the clear plastic on the ramps add a really great look to the effects when the lights catch them. The game is all about multiball and cashing in on lots of jackpoots. Hurry-ups are always fun... but multiball is where it is at! JP multipliers during regular multiball. Area 51 multiball is fun when you build up the jp value as well. However, more than anything else, this game is a great layout with lots to shoot from from all flippers. As a pure multiball skills game, it's solid. A good, solid, fun to play pinball game. Imagine that. Scores updated accordingly.

Update v2: A prime example of what happens when a great layout is spoiled by a painfully sub-standard ruleset. I really want to like this game, but the rule blow, donkeys. Did Sega test their games on location? Can the 1 way gates be removed from the top arch to keep the balls from dropping into the pops? Jets to F-15 hurryup collect? Yaaaaaaaaaaaaaaaaawnnnnnnn... Mystery programmer, where are you? We need you to write new rules for this game, STAT!
7.562/10
11 years ago
World Series is yet another great wedehead baseball themed pinball game from Master K.

The Pros:
Saucers all over the PF keep things random and interesting. Good shots to the top of the PF to the roto-target (gotta sneak past those saucers though). A suprisingly sparse PF that has more to do on it than originally meets the eye. Two types of scoring (points/runs) gives you the option of playing the same game more than one way. The artwork on the PF is humorous and light-hearted. Gordon Morrison's work is perfect for this deck.

The Cons:
Is it just me or does the BG/wedgehead make this game look like an acid trip?

The Takeaway:
A great baseball themed pinball game. Git'Sum!
8.554/10
11 years ago
Big Hit is not your average game from the 70's Gottleib Stable. Good thing it still plays like a champ.

The Pros:
Two types of scoring from this late model Wedgehead. Points an Runs. Great shots with long accurate requiring drop targets and two lanes at the absolute top of the PF. Not quite half way up the deck are two vari-targets. Two pops just to the outside of the Vari-target shots means that the ball doesn't stay still near the flippers or the in/outlanes. Lots to shoot at and lots to keep track of, and you'd better be on your toes. The art package captures the environment of the game of Baseball.

The Cons:
I don't know why... but I have never cared for a ball launch from between the flippers.

The Takeaway:
A great game from the later EM designs of Master K and Gordon Morrison. A nearly perfect pinball / baseball game. Play one if you can and put one in your stable when the opportunity arises.
3.247/10
11 years ago
King Tut is the worst game ever designed by The Zale. It pains me so to say that...

The Pros:
The cabinet art is interesting.

The Cons:
Everything else besides the cabinet art. This game is really hard and absolutely no fun.

The Takeaway:
Take it away... please.

Update:
I am always willing to give a game another chance. So when I met an owner who adored it and he showed me what he knew. So what I learned is.... this game is just absolutely brutal and unforgiving. There is no where to hide. No way to get back to the shooter lane. No way to get back to the top arch. Crazy random action from the pops and the brutal angles on the sides. This game is fun if you are a true pinball masochist. There is value in this game design... it's just going to destroy you as struggle against the unrelenting undead mummified evil that this game embodies...

Enjoy!
3.570/10
11 years ago
Jungle Life and the variants of this design... The play leaves much to be desired.

The Pros:
The BG is HILARIOUS! All of those animals with their tongues sticking out. The look on Cheeta's face as well as Tarzan's is comic genius! Our fair maiden in the pith helmet is completely clueless making the stereotype even funnier. The colors on this table are fantastic and everything looks great.

The Pros:
There are 3 shots on this table. The orbits and the spinner. That's it. The special lanes on the sides are purely made by chance. This may possibly the worst playing Gottleib from the early 70's.

The Takeaway:
Take a look to admire the art package and keep on walking.
8.746/10
11 years ago
Classic Gottleib Wedgehead pinball fury unleashed!

The Pros:
A brilliant PF with a timeless "simple but not easy" ruleset that keeps you saying... Day-um! I thought I could play pinball!?!?! The pf is open and allows for shots up and down the PF with ease and make sure that your ability to knock down the targets/balls is really up to you. Great action in the pops means that your game will move with surprising speed if you aren't on point. The balls dropping into the "rack" keep you well informed of your progress and taunt you with, Can't you hit that last target? with each glance at the wedgehead. The 7/15 center lane is a must-hit shot that requires nudging and patience with each plunge. The blend of challenge and frustration is incredibly well realized with this table.

The Cons:
The blend of challenge and frustration is incredibly well realized with this table.

The Takeaway:
Master K makes you work for every ball that drops down on the BG. All bow down to the power of The Krynski! "Just one more game, I know I can get that last target down and knock that special!" The hooks are in... how hard are you gonna fight?
9.277/10
11 years ago
A simple and always enjoyable game based off of Steve Kordek's Masterpiece Space Mission/ Space Odyssey.

The Pros:
A clearcoated PF that screams fast with every move, shot, nudge and spin. The ball will move differently that what you would expect it to. A solid layout that has a moving target and a spinner that loves to go 'round. A build and collect bonus ruleset that doesn't get old. Double Bonus is KEY on this game. Save the shot on the saucer on the right for as much bonus as you can as it will award you bonus and let you build it up again.

The Cons:
Can get boring of not setup steep and nasty.

The Takeaway:
A great game that actually plays as well or even better than most Williams games of the same vintage. Find one if you can and play it again and again and again...

Update:
I figured it out... This game takes the best of Space Odyssey/Mission and Grand Prix. Two of my favorite Williams 70's EM decks... and makes it all work. Most righteous! The Bonus collect has a tactical decision to make as well. If you reach 100k on the bonus ladder, do you rip the spinner for 1k a spin? Or do you collect? Lighting Double Bonus requires a shot to the moving target in the center of the PF. Deathshot! Risk/Reward again. Collecting double bonus DOES NOT WORK when collecting from the upper right saucer. Collect 100k and build again, or keep the 200k in the bank for the drain? Decisions, decisions, decisions. Crack kills, unless it's on waterskis.
8.602/10
11 years ago
A simple and always enjoyable game based off of Steve Kordek's Masterpiece Space Mission/ Space Odyssey.

The Pros:
A clearcoated PF that screams fast with every move, shot, nudge and spin. The ball will move differently that what you would expect it to. A solid layout that has a moving target and a spinner that loves to go 'round. A build and collect bonus ruleset that doesn't get old. Double Bonus is KEY on this game. Save the shot on the saucer on the right for as much bonus as you can as it will award you bonus and let you build it up again.

The Cons:
Can get boring of not setup steep and nasty.

The Takeaway:
A great game that actually plays as well or even better than most Williams games of the same vintage. Find one if you can and play it again and again and again...
9.168/10
11 years ago
Another Classic Gottleib game that keeps on giving. Ed Krynski is the MAN!

The Pros:
An open PF that has a surprising amount of play for its vintage. How can a game this old be so FAST? Getting the central target ladder matched and scored is always a challenge and satisfying when hit. You know what's behind the doors on the BG, but seeing that Tuba always cracks me up. Light up your bumpers from the top lanes and let her rip! The Art Steinholm package is solid all around and the subtleties of his artwork bloom for those who care to take the time and effort to soak it all in.

The Cons:
I don't have one in the stable.

The Takeaway:
Simple, but never easy with the temptation of achieveability is the hallmark of a game created by Master K.

Update:
Got one! Boy do those flippers seem far apart! Lots of nudging to do and you can always play multiball with the manual feed! Rocking 300's and specials makes any day a bright one. A true player and a damn fine game!
7.420/10
11 years ago
Buckaroo is about as classic as a classic Gottleib pinball game gets.

The Pros:
A nice layout with short shots that require accuracy and good ball reflection contol from the flippers. The flipper layout at the bottom of the PF combined with the pops and the lanes at the top of the PF mean that nudging and english skills need to be activated from the moment the ball is plunged until it's on the way out. Watchin' Skeeter gettin' hoofed in the buttocks is ALWAYS entertaining. Roto targets are way righteous! Art packages like this are the reason why people say... Roy Parker is the MAN!

The Cons:
Your ball time can be really short once the ball passes down by the roto-target. The activation of the roto-target happens quite often, to the point of "luck" becoming a determining factor of a game between equally matched players. Plaid cabs are weird.

The Takeaway:
There are other EM games that I prefer to this one, but I have to give propers to the the incredible art package, animations and good layout.
5.477/10
11 years ago
Lost in Space is the older and slightly smarter version of Twister.

The Pros:
A solid PF layout with six tight and flowing shots. Good placement of standups and spinners. Lots of multiball modes to keep you entertained. The spinning magnetic disc shows up once again!

The Cons:
Other than multiball modes... what is there to do on this game? Spelling R-O-B-O-T over and over and over and over is mindnumbing... Art and sound package is muddy. Hold the right flipper button when starting the game to engage the wizard mode... why bother earning it when it's a gimme?

The Takeaway:
If you love to play multiball... play this game. When properly tuned, it is blindingly fast. Players looking for depth and strategy, will want to consider other decks.

Update:
Well I got the chance to play a really nice copy of this game and it made me look silly. The more I played it the more I realized it felt like one of my fav Sega games... Gahd-Zee-Ruhh! Is this game perfect, no. But it is one of the better playing Sega games and it much more fun than I originally thought. No modes, but why worry about modes when multiball is all over! Lots to do in multiball modes, especially when spelling warning. Rip the robot for sooopah! The pops increase the fighter JP, rip the spinner if ya can! Condition Red is the least valuable of the multiballs unless you are brave enough to go for the standups. Then your score can really benefit. Out of multiball? Find another one... Rinse and repeat. If you want to hone your multibalwz skills, this may be your deck!!! I ususally don't care for LED's, but this game is pretty dark and some light would help the visibility on the PF. 5 pops on the upper PF are a nice touch and this game can definitely be "nastified" to make it a challenging deck for even top level player. And f$&k it... Soooooo, it's not Lord of the Rings. It's more like a system 11 multi-bawlz-fest. This game is a FUN game. I like it more and more, the more I play it. And as Martha would say: "It's a good thing..."

Last lane outlane drain: "Oh the pain..."
2.505/10
11 years ago
Twister is another Sega movie tie-in blather fest.

The Pros:
Multiball and the fireball spinner/randomizer to start multiball (x-men fashion) on a nicely laid out PF. The whilrwind fan is still a great gimmick.

The Cons:
The rules blow/suck/poot. I guess that ties in with the theme as well. Even a Van Halen soundtrack can't make this deck sound like it should. The artwork looks muddy on the PF and the talent agents of the actors made sure that written into the contract with Sega is that their heads take up 3/4's of the real estate on the BG. Unfortunately, there is nothing in said contract that states that their likenesses need to look like they are made out of silly-putty. Paul Faris... for shame! More marketing BS in the form of a pinball game. Unbalanced scoring and the gimme multiball on ball 3 are just more signs that this deck is not for serious pinheads. "Everybody, underground, now!"... makes me want to kill, or walk away from this steaming pile of pin, or at least turn off the audio when playing this next contestant at the bonfire competition. This game is a 6 player game... I have NEVER seen 6 players playing this game.

The Takeaway:
If you like cows and a simple multiball game, consider this table. Otherwise, you can do much better especially for this era/vintage of a game. What you should really do instead... is play Whirlwind.
5.171/10
11 years ago
Tee'd Off is a perfect example of why Gottlieb was a distant second to Bally/Williams.

The Pros:
A well laid out playfield that builds on the brilliant design of John Trudeau's Hollywood Heat. The upper left hand side of the game feels like it is another PF uno itself. The hole in 1 skill shot from the plunger takes a soft touch and a bit of nudging. I really like the hole in 1 shot on the lower PF between the flippers to the VUK. Shooting 9 holes requires you to travel across the entire playfield with accuracy. The Gopher topper is AWESOME... where's Kenny Loggins when you need him? The gopher audio quotes are hilarious. The captive ball is a tough shot requiring sniper skills. Hearing that ball pop around the sling and pop bumper is always gratifying. The skip ramp to the hole in 1 saucer is a blast to collect.

The Cons:
Scoring is unbalanced with 20 mil. hurry-ups spoiling the party as a random award. The animations are blocky and, well... not animated very well. The spinning wheel under the PF doesn't really integrate with gameplay.

The Takeaway:
A great game for the clubhouse, golf enthusiasts, the girlfriend and the kiddies. Pinheads will be disappointed with the lopsided scoring of this deck. People who don't take pinball seriously... will love it. If you can find one for a good price, take it home and set it up steep and nasty and see how long it keeps your attention.

Hello Ball...

update:
This game layout is fun. the rules need work for score. This table is actually awesome in a pin-golf tournament where the goal based play can really shine. For example... play a round of 9, 18, 27 pinball holes... If you are playing for score, this becomes a 1 shot game (center shot in multibal for jackpot) with a few interesting bits along the way. the super steep flippers need to have their plunger links made longer so the ball can't be trapped so easily. I am a big fan of the "BIG SCORE" standup that can only be backhanded from the left flipper or deflected off the "the shot" standups on the left hand side of the PF. Plays well, rules sink it.
6.668/10
11 years ago
Maverick is another pinball game that was better than the movie. But we seem to have a number of pinball games about that are like that. For a card playing themed table... this deck is very nicely done.

The Pros:
A solid layout with LOTSA DROPS! 17 drops means this game has more drops than El Dorado and it's variants AND World Poker Tour. Righteous! I also really like the shot behind the drops to the underside of the riverboat. The ramp to the twisty turny habittrail is always entertaining to the right inlane. I like the big DMD. Shooting the right bank makes all the difference in the poker play.

The Cons:
The Riverboat wheel is too damn slow. Rules are standard issue Sega other than working with the drops. When that DMD breaks/gasses out... MUCHO DINERO! If you can find a replacement that is. The cabinet looks like shit... literally.

The Takeaway:
A good playing game that could have been a great game if it weren't for some lackluster rules/play testing. I know of a friend who has this table and I think I need to visit and give this deck some more mileage. We shall see what transpires at the next session...

Update:
I got a chance to play a nicely tuned copy the other day and have to say that shooting this game is a lot of fun. The drop targets are well placed and with the standups (2-3-4-5) remind me of awesome designs like Sinbad, Joker Poker, Robo-war and World Poker Tour. The modes are ok. The Lauren Belle mode is fun just with all the crazy awards that it doles out. Where this game really shines is in multiball. It's a real hoot and the super jackpot from the captive ball is always a challenge. This is what I play for with this game and the 4-ball multiball skill shot incorporated with the 3x pf scores means that every plunge that you make is skillfully done. The most dangerous thing about this table is the feed out of the pops on the right. If not manipulated correctly, a right outlane drain is in the cards for you. While the paddlewheel is a fun toy, it completely takes the rhythm out of the great shots on this table. Cyclone and Hurricane did this toy better. The cardgames during gameplay are fun, but seem to take up much S/W space that could have been devoted to better modes and game polish. #wheresthecode, was not a thing when this game was released. The artwork is still scratchy and the mystery awards can be unbalancing. Mel's excessively blue eyes on the translite let you know he's kinda crazy. In summary, this game is about multiball over and over and over and over. Not necessarily a bad thing on a good shooting table. A really fun game by Data East. Find one with a few extra DMD displays and enjoy!
8.200/10
11 years ago
Dirty Harry is a Barry Oursler design that isn't seen that much. That's too bad because this game plays really well.

The Pros:
An Oursler game with FLOW?!? Who would have known? The side ramp is a tough shot, even though it looks wide, it definitely has a "sweet" spot. The Quotes from Clint are better than him talking to an empty chair. Jackpot and SuperJack sequences are awesome!

The Cons:
The Gun toy is not as well implemented as it could be. Skill shot is not really a choice. This game is a precious thing that NEEDS to be maintained properly. If not, you can't make your shots (side ramp in particular) and the game falls flat on it's face. I don't particularly care for the artwork on the PF. Big heads on a pinball game are not something I like. There are little Clints all over the PF. At least 7 on the PF, 2 on each side of the Cab and the big head Clint on the BG. That's at least 12 Clints on this game. I'm tellin' ya... my Clint is all worn out.

The Takeaway:
A solid playing underrated pinball game that, when properly cared for, will keep players challenged and Clint-lovers tickled.

Update:
I really like playing this game when it is operating as it should. Rules wise, hit the badges and gits into multiball. Rinse and repeat. This isn't a bad thing. I love playing multiball on this game esp. when you can hit the super to start the chaos off from the gun to the upper ramp! Modes are secondary, and can be worth points, but multiball is where it's at on Dirty Harry. Not necessarily a bad thing now, is it? Looping from the left to the upper ramp is a great combo. This is what I call the "Dirty Picard" maneuver. Would I want this game in my stable, probably not. But when I see it out on location or at a show, working as it should... I gotsta play it!

Update v2:
The more I play this game, the more I like it. The subtleties of this game really start to show up after some real mileage. I also have to say that Donavan Stepp showed me an AWESOME technique. Left orbit with a solid shot (light the HQ mode) and hold up the upper flipper -> into the mode start with consistency. This means that the game will open up to you with much more speed than if normally played. Is this the deepest pinball game ever made? No. Is it a lot of fun? Yes. Is it a player, yes. As long as the mechs on the game are working as they should, this game shines. But few decks degrade their play like this one when you can't make shots or the Star Trek Photon turpeduh shootinater aint up to spec. I like this game when the op likes his games.
2.616/10
11 years ago
Batman is suffers from "Let's make money with a pinball game that uses a movie tie-in to get people to play it" syndrome.

The Pros:
A fantastic game for the kiddies and the Batman fans.

The Cons:
A crummy game for pinball players. The mini-dmd is almost as bad as premier blue alpha numeric displays.

The Takeaway:
This game is what the entrance to the center ramp plastic looks like. A really big black turd.
4.874/10
11 years ago
Hot Tip is a simple and straightforward game.

The Pros:
A spinner on this game that BEGS to be ripped.

The Cons:
Once the drops are down and the spinner is lit, that's it. Nothing else is worth going for on this game. The captive ball is a sucker shot. that occupied the left 1/3 of the table.

The Takeaway:
If you like your games simple, this may be your deck. For me, it's too simple.
8.322/10
11 years ago
Strange Science is a strange pinball game... in an awesome way.

The Pros:
A brilliant art package with a neon tube topper make this game stand out, unless you love some cabinet artwork, this game really does not have that. BUT WHO PLAYS THE CABINET OF A PINBALL GAME?!? Kudos to Greg Freres for his craft and sense of humor that he brings to this design. Even the APRON on this pinball game is detailed and entertaining. Don't forget to check out the comic book by Brian Colin that leads into the story of the pinball game. Inside, we find Dr. Dude's insane grandfather having bestial loboto-fun with a couple of wacky teenagers in his Mad Scientist's lab. How cool is that!?! This game has an innovative PF with lots to shoot for. The double stack lanes from the ramp to the PF are well done with the lead in from the right ramp. The left outlane kicker requires skill and timing. The saucer above the right lanes make you consider your shots from the start of each ball. This game has more insert lights on it than Cactus Jack's! Loading the Atom Smasher is never easy. The second flipper buttons may seem unnecessary to some, but on this table, they feel just right.

The Cons:
Limp Bally Flippers make this game fall flat in no time. Are there flipper modifications for this game? I have never seen the triple U-Turn shot (vertical, clockwise and then counter-clockwise) in the center of the PF completed to the upper flipper for the Atom Smasher shot. And goodness knows I have tried... Multiball requires a great deal of work for a PF this crowded. Expect your multiball times to last less than 10 seconds. That averages 2 seconds per ball in play, ack! Can you Newton balls out of the Atom Smasher? I did it once after playing a dozen games for that shot... and it worked! Then the game lost track of the number of balls on the P/F (facepalm). Lots of risk, for minimal reward on this shot.

The Takeaway:
Strong flippers are an absolute must with this deck. A great game that must be righteously maintained to play as it should.... will offer constant challenges and reward skillful play. Recommended for the serious pinheads and the not so serious people in your life. The moral of this pin-story is: Ladies... Monkey Brains are the way to go!

Ook!
4.357/10
11 years ago
24 is the worst game Steve Ritchie has his name associated with. I will say in his defense that things were so strained between him and Stern at the time that he left GaryCo. because of it and didn't come back until he started working on AC/DC. Righteous Steve Ritchie!

The Pros:
Multiball stackability is a must. The sniper shot requires... sniper pin-skills. The shots to the safehouse are all long and tight.

The Cons:
The rules feel unfinished. The construction and play of the game feels cheap. PhotoCrop artwork is another rush job for K.O'C. MEGA INSERT (tm) playfield is open AND boring... ugh, the pain... feel it! Worst TV license after CSI and Charlie's Angels, goin' for the bronze!

The Takeaway:
I know of a few players who really like this table. I just walk away after a few games in frustration. If I wanted to play middle ramp all day long, I'd play a Data East deck.

Update 8/9/13:
Played this game at a collector's home. Now I like long shots on a table (I own a WPT fer' Kherrissakes!) and this table definitely has shots that require accuracy. I think that the in-PF drop targets that block your shots when you are playing for the center of the PF are great. The more I play it though... the more this game just feels... incomplete and unfinished. There is so much more to be creatively implemented with the game's goals. The more I play this game the more the rules suffer from the PotC shoot every shot 87x times to get to the wiz mode. Playing pinball should be fun, not a chore. I am willing to session this deck out with a player who knows this table better than I do. But for me, right now (other than stacking multiball modes)... this game is a bore.

A full 6 pinside pinballs on the "poot" rating!

Update:
After sessioning out this deck with a player who showed me what was what, I like this game better than I did before. The problem with this game is, someone who knows what this game is about needs to show you what this game does, or you need to put some serious mileage into it. Because the game doesn't tell you diddly. And if it does, it is either blatantly obvious, or it's blinking at you with it's inserts in morse code.

So the good news is, I like the game better as far as the layout is concerned. I have always been a fan of drops and the ones in the middle of the PF are way sweet. Long, powerful and accurate shots mean are all over this table and the standups on the side mean that once the ball starts to bounce side to side, you are in trouble! Save the President is a solid build and collect secondary wiz mode.

The bad news is that my major issues with the game are still here. Even a notable positive is a negative. The M-O-L-E shot multiplier awards your shot multiplier RANDOMLY. If' I'm gonna focus on a shot multiplier, I'd like to skillfully shoot for an orbit/ramp by choice. (notably Spiderman, but Spidey was made BEFORE 24!!!) in the future. The art pax is Photoslop, sounds are repetitive and annoying and playing the game is a f'n CHORE! Chop more wood... chop more wood... chop more wood and even worse... when you get to Master Agent, at least when I saw it, the mode was uninspired and I couldn't wait for the ball saver to end so that I could get away from the anti-climatctic ending. Maybe if someone could really rock it out I'd have something better to say about it, but all I could think of is: "This game is f'n tedious!" Scores raised ever so slightly to reflect my newfound appreciation for this skillfully laid out, yet yawner of a game. Rules... it comes down to the rules... Lyman F. Sheats Jr., Lonnie D. Ropp, Dwight Sullivan... what have you done? This game must be the reason why SR left Stern when he did. 2009 should go down as the worst year for pinball in recent memory.
5.455/10
11 years ago
World Wildlife Fund is a pinball game that needs a serious software overhaul.

The Pros:
Doink and Dink.

The Cons:
The rules on this game are deader than half of the wrestlers on this game's art package. Ramp rape up the middle is a valid description of this deck rendering everything else on it worthless. You would have thought they would have learned their lesson with Star Wars.

The Takeaway:
This game could use some steriods for code or a P3 rewrite.

Update:
Alright. I put some more miles on this deck and have to say that... this game is fun. It's not the most complex, deep or balanced game, but it is fun and that is something to rejoice. I didn't give this game a quality review and with that in mind, I'm gonna give this game the review it deserves:

The Pros:
A well laid out table with only 1 real gripe from me (see Cons). Tight shots at both VUK holes and the side lanes. The 3 big shots on the game are wide and easily identifiable. Collecting the wrestlers to activate multiball requires shots to be made all over the table. I don't know what it is about the "Tag" feature on this game, but I love it and have drained more balls than I'd care to admit because of it. If you can rock it, the Pandemonium award is one of the best add-a-ball modes ever put into a pinball game. I love the upper PF and hitting the Super Jackpot at the top hole in the upper PF is VERY satisfying.

The Cons:
This game is all about multiball. For high scores that's all you are shooting for. But if there is 1 thing I'd like to change about this game's layout, it's the center ramp. Most modes aren't that interesting and feel like they are trying to make a DE Addams Family. A wizard mode in pops, really? Rules, rules, rules... That is the difference between a DE and a B/W deck. Royal Rumble requires everything to be tip-top or it plays very poorly, if at all.

The Takeaway:
The best B/W analogy I can give this game is Judge Dredd. It's not expensive, there's lots to do in it, it has a 6 ball multi ball and a small army of fans that think this game is the cat's meow. Well, it isn't a bad game, but it's not a great one either. Find for under $800.-, snap into a Slim Jim and play it for all it's worth.

Yeah, Yeah... Oooooooohhh YEAAHHH!
8.718/10
11 years ago
Xenon is a decent player that brings the idea of "theater" to a new level. I am glad to have had the chance to play this game in good shape recently.

The Pros:
This game looks and sounds fantastic. Congrats to Faris and Ciani on a job incredibly well done. When multiball is up and running, it sounds like people are making the beast with two backs from the pop bumper sounds. The double mirrored lighting/ falling into the BG is a beautiful effect. The tube to the lock is a simple and effective means of getting the ball from one end of the PF to the other. Sorry B.o.P. This girl is older and sexier than you. Xenon is a pinball MILF.


The Cons:
Can be a bit simple at times... but still is a classic playing Bally table. Greg Kmeic's last great selling table.

The Takeaway:
This is what happens when you give very creative people license to work as they deem fit. Greg Kmeic did a great job on this game. While Xenon may not feel and play as good as other games made at the time... the entire AV package done incredibly well and cannot be denied. The whole team came together on this deck. This game defines "pinball as art" for more than a few collectors. Considering this game came out in late 1980... this game is a technical as well as an artistic achievement.

Update:
I got to play a super nice copy at dory hill 2019 and really enjoyed it. The owner of the game played it with me and confirmed my belief in it as a 2 shot game. The good news is those 2 shots are in the sweet spot of the flippers and while it is spinner-saucers/ ramps all day, it is a fun game to shoot and a hard game to control. Both the feeds from the tube lane and the saucer into the pops mean that controlling this table is no easy matter. There really are no safe shots on this game. Dial this game in and you have a player! It’s easy to see why the ops liked this game, the art/ sound package drew players in and game times were short. People may complain that the rules are too simple. They are simple. But the game’s resources may have been devoted to the theatre of the game instead.
7.219/10
11 years ago
The Amazing Spider-Man is an interesting wide body pinball game of the early SS Gottleib vintage.

The Pros:
A varied PF with lots of shots across and around a big ol' playfield. The art package lends itself to the classic look and feel of those old Marvel comic books. When properly maintinted, is surprisingly fast.

The Cons:
Boring sounds and slow play if not set up properly. BG's are prone to flaking. Suffers from early Gottleib SS electronic issues.

The Takeaway:
A good game that relies on the building of bonus and shooting all over the entire PF. Get this game dialed and put it right next to your Gottleib Hulk pinball game for the perfect compliment to this classic early Gottleib SS table.

Update:
I got to play a game that was set up nicely and had the replacement board set in it. This game gave me a much better impression that other copies had in the past. This game now has much more to consider that I had originally thought.

1) Your first plunge, do you go for the pop bumper roll over (which lites the pops for 1k for the rest of the game) or do you try for A/B lanes?

2) The 3 saucers have to be collected to collect the bonus. Why have I not seen this feature on any other game out there?

3) Bonus X is king. I like the lit drop target on the right hand side of the table for bonus X. Unfortunately, there are so many other ways to increase your bonus X that it kind of negates the skill involved with this alternating shot. Adding extra green targets is awesome with collecting all 3 saucers at the top of the PF. However, by the time you've done this... you probably already have your bonus maxed at 5x already.

4) Still no real reason to use the upper flipper.

5) The standup at the top of the PF is a great shot... just not much reason to shoot it.

6) The spinner is a great shot, rip it!

7)When waxed as it should be, is surprisingly fast. In the same speed league as Paragon and Embryon.

Scores reworked in the positive. Still not a brilliant game, but it's better than I originally thought and that's always a nice surprise.
2.253/10
11 years ago
The Sega/Stern Harley Davidson games... could have been any game. The theme is slapped on with this deck with hopes of pin-sales.

The Pros:
A Decent PF with drops on the side and an interesting lock that rises out of the PF.

The Cons:
Standard issue Sega/Stern rules that are as deep as the thought of being "a true American rebel" just because you bought a motorbike. The artwork on the 3rd edition blows harder than a house mouse lookin' for some truck stop love.

The Takeaway:
The Oursler designed Bally Harley-Davidson game was a MUCH better game with rules that had you travel across the nation and back. This game is a vapid exercise in marketing to bozos that think napkins on top of your baldspot make you look cool. Keep this abomination of a pinball game in the back of the H-D dealership for the jokers who will buy ANYTHING with a H-D logo on it, or tattoo themselves with their favorite corporate branding. Shameful any way you look at it.
7.020/10
11 years ago
Godzilla was one of the last games that Sega made. All things considered, it's not a bad deck at all.

The Pros:
Lots of shots and lots of multiball. That Big Ol' Zilla-head is AWESOME! When flippers are as strong as they should be the ball flies around all the orbit and ramp shots like a flash of lighting. Lots of green ramps, lights and toys make this game come together very very nicely.
If there was a game that could use a shaker it's this one, and it uses it quite well.

The Cons:
The depth of the game is lacking, but without the benefit of Lyman Sheats and his Monster Bash programming skills. Find one if you can. The artwork on the PF is muddy. Sounds are not so hot.

The Takeaway:
A better game than most would give it credit for. This game made the PAPA A bank in 2012 for good reason. It's an entertaining game that players can dig their teeth into. Gitcher' self to a nice copy of this deck and enjoy it.
6.406/10
11 years ago
Embryon is a Bally game from the classic Bally era of the early 80's.

The Pros:
A unique layout and a visual style that is all its own. As the owner of Pins and Needles pointed out, this game features the biggest vagina featured in all of pinball art in the middle of the PF. Hooray for Vuh-Jay-Jay! Interesting shots all over the PF and a feeling of 3 PF's in one inside of this layout. The upper flipper to the drops/ top lanes is a great playing section of this table.

The Cons:
I don't care for the gameplay. Multiball is abstract and... well... kinda worthless. The captive ball shot and the standups on either side of the Gyna-chamber are all sucker shots. There may be a lesson in that observation. Even playing an awesomely tuned/ rubbered/ waxed version of the deck left me with a deep feeling of "meh". Artwork is uninspiring all around. The new roms SHOULD help this game, but don't add any excitement to this lackluster layout.

The Takeaway:
If you love it... great. I'm not convinced that this game is all that interesting to play. I'll give it some more time, but so many other games are calling my name. The first real sign to me that Claude was falling off. There is a good reason this game had low production numbers... It's BORING! Play Paragon instead and you'll be glad you passed on this pinball game.

Update:
This game is about 2 shots. The saucer on the upper right and the spinner on the upper left. If someone who knows this game, knows a better strategy than that... great! The upper flipper shot has value too (after it is fed to the saucer). But what a waste of PF, drops, captive balls and well a big o'l b'donk-a-donk of a pinball game. After designing Blackout, Skateball and Flash Gordon, this is the beginning of the end for Claude Fernandez... He didn't have the Williams brain trust to lift from at this point. Just jokers like Patla, Kmiec, Clark and Pemberton. He must have gotten to Bally there too late to glean pin-wisdom from Master Zale.

If you like this game, good for you! I think it's filled with poot.

Update #2:
Alright, what can I say... I have been able to play this game in a number of private collections recently and when this game is maintained properly, it's not as bad as I originally thought. Fresh rubber kits are an absolute must with this deck. The more I play this game, the more I like it, and as Martha says, that's a good thing. For me, the game feels like it's a narrow body game split down the middle and burdened with a big dead spot in the middle of it. The flipper and outlane laouts are interesting and varied and makes you nudge a bit more than you think you would have to. The long shots to the top require accuracy and solid shots. Take out the pin-gina death shot battleship on this layout and with a bit of creativity, it would have been a much better player. The flip save is unusual for an American game. Not so unusual in Italian decks (Zaccaria in particular). A nice game in a larger collection. Scores updated and increased accordingly.
8.416/10
11 years ago
Goldeneye was a very nice surprise. I finally got a chance to play one in good working order at PAPA and it surpassed my expectations quite nicely and gave me a pin-challenge at the same time.

The Pros:
Xenia Onnatop of course. Nicely placed shots all over the PF with a great toy coming in the form of a magnetic satellite dish with a disappearing skip ramp. Awesome multiball! The double ramp on the left reminded me of DE Time Machine. Good flow between the left and right ramps that takes the ball all over the PF. Simple and fun is a great way to describe this table. Emphasis on fun. The righteous "Xenia Ball Squeeze" mode goes perfectly with the tongue in cheek humor of Ian Fleming.

The Cons:
Finding one in good working order can be a quest for the pin-grail. Suffers from Sega stigmata, unnecessarily. The art package has 14 heads on it. Somebody has been talking to someone else's agent for this. PF artwork is a bit better, but not by much.

The Takeaway:
Find one cheap, fix'er up nicely and play the heck out while you hum that immortal Norman/ Barry tune to yourself. A real player and very much like Star Ship Troopers in the sense that when you find one working and tuned... you feel like you just found a real pinball diamond in the rough. The more I play this game, the more I enjoy it... which is always a good sign.

Update:
I got to play a SUPER SWEET copy of this game and... I am IMPRESSED!. Although the vintage of games are decades apart. This may be Ward Pemberton's best game outside of a heavily modified Mousin Around and the most righteous Fathom. It is most definitely head and shoulders above Gilligan's Island. Something tells me that this design had been brewing in his head for a long time, and SEGA let him run with it! Even the magnetic ball save is a stroke of brilliance. Shades of The Shadow's ball lock magenetic action, but right where you need it, between and below the flippers. Eject or Die is something that will be seen again in WoOz. But I can't think of another game that has this feature. The modes keep utilizing all parts of the PF, granted a few of the modes are not worth paying attention to, but then... how often do you see players trying to "Raise the Dead" in TAF? There is one exception to the modes... Q's pen. Hit the most dangerous shot on the table 3 times in a row after hitting it 3 times to qualify. This happens to be the most common missing feature to get to the wizard mode. In fact the game can become a one shot game if you are focusing on getting that wizard mode. The good news is that there is lots more to do besides that. And one of my favorite things about multiball is that it insn't a 1-2-3 lock. It's a number of shots to the center target to qualify the ramps and the final lock has to be shot to the ramp and then skip-ramped to the radar dish! Is this game perfect? Nope. But I'd put a nicely tuned version of this deck against most "B" titles and a few of the "A" titles as well. This game is fun, fast and a challenge to play when setup and tuned properly. Just like any other solid game out there. If you can find a nice copy for a good price... get it!

Update v2:
This game as some of the best multiball rules I have ever experienced. Knocking the ball off of the radar dish for the super jackpot is way sweet! The Tank multiball modes are lots of fun too. Many of the modes are timed and reduce their scores for collections that take longer. Accuracy and speed are king on this table. Can the game go on forever? Is all you want to do is the main multiball over and over and over? Pretty much. Goldeneye wi mode is fun and can be extended with lots of switch hits. Got no spinner? Play the pops. This game is a lot of fun and if playing properly, a great player.
9.600/10
11 years ago
I'm still getting to learn X-Men. I like it, but I like it less and less the more I play it. Not a good sign.

The Pros:
A great PF borrowed and flipped from Tron with a few extra shots at the top of the PF. This game has flow! Magneto MB start with the balls spinning in the middle of the table is way sweet.

The Cons:
This one is on me. I still don't know how to really make this game sing. The Wolvie magnet is not my favorite placement of a magnet on a PF. Standard issue hit the (whatever) shot x times over to complete mode is... uninspired. The Iceman ramp/diverter missing from this game is an improvement from the LE version... ugh.

The Takeaway:
I'm still willing to give this game the time it needs to get updated and play the way it should. Between the LE's and the standard edition, I am beginning to think that the standard version is superior (transformers syndrome) to the more expensive LE variant of this deck. We will see what Stern and Lonnie Ropp have in store for us with updated code this title... but I am losing faith with this title.

Update:
FAITH RESTORED! There are two big reasons for this. One, a friend of mine got a Magneto in primo shape and it is a joy to play. Two, I have a much better idea of what to do after reading the rulesheet and getting to know this game better. Wow! I may have never been so happy to be so absolutely wrong about a pinball game. This game just made the want list! That and a Ripleys...

Scores updated accordingly. More updates to come!

Update v.2:
Now, when I go to my friend's home to hang and play pinball, I spend an inordinate amount of time on this deck. The shots are tight, the rules are deep and the flow of the game is spot on! The strange thing is that the features of the LE are some of my favorite and some of my most vilified toys on a pinball game. I love the Nightcrawler "troll" targets and the spinning magnetic multiball start. But that damn Iceman ramp that feeds the ball SDTM (with no ball save) is one of the worst features ever put into a pinball deck. Playability goes to the pro on this feature alone. I don't care for the translite on the Pro. It's too damn busy for my tastes. For some reason, the voice acting on this game is serviceable, but not more than that. And that is a shame, because the comic book is all about the characters. I don't like adding mods to make the game play as it should, but the Wolvie messenger ball makes visibility and the shot less of a bash toy and more of a skillfully aimed shot. You still have a random reflection from the shot, but it is not the sucker shot it was before. Get it already. The rules on this table are incredible, complex and very well done. Combos, stacking modes, functions and multiballs... Hooo-eee! This game is very deep and challenging. The DeadPool rules make a huge difference in how you select and complete modes. X-Men joins games programmed by Lyman Sheats and Keith Johnson in terms of complexity, needed knowledge of the ruleset and skillful play as far as what the player needs to do to reach and complete the wizard modes in this design. This game has just made the "want" list. I grew up with the comic book and with all the work that Stern and Co. has put into this game... It's a true player for me!

The best rulesheet that I have found for this game (S/w ver 1.51) can be accessed here:
https://docs.google.com/document/d/1RXQg7NEYahyzLrrT-E3WXAmhKNtT-eVfqc5GEWZdHL0/edit#heading=h.gca79vh2ek4

Update v.3:
The voice actor for Magneto sounds like Mister Magoo.

Update v.4:
I am coming to the belief that this is the least known of Stern's "underrated" games. When this game came out, it didn't make much money. The code was horrible and the theme didn't have a movie tie in to get people to want the game the same way they wanted I-ron Meng. The good news is, this game is a true player and a real shooter. The rules are good AND deep. Two wizard modes. I have never gotten both of them in a single game play. When you get into the rules, there are certain strategies that become apparent. However, there isn't a "thing" that makes or breaks this ruleset. Multiple goals can be sought after simultaneously. Some of the shots on this game are HARD (rogue). Some of these shots are EASY (iceman) and the rules accommodate for them. A few of the modes have secondary shots and features to help with assisting completion. The more I play this game, the more I find out and appreciate what has gone into this underappreciated design. There are a few things that I still don't really understand. Why are the flippers so far to the left? How does one rely on Deadpool? Why are the quotes on this game so overblown? I have had Storm, Phoenix and Cyclops talk through an entire bonus count. Yeesh...

The good news is that this game plays so much better than most pinheads will ever appreciate. I am so glad I got mine. Overpaid for it, and I just don't care. This game is a true player and if you get the chance... play the heck out of it! I still prefer the pro to the LE.
7.482/10
11 years ago
I have been lucky enough to play the green Hulk version of this deck at the 1up in Denver. This is a fun game that seems to have a few things going for it.

The Pros:
Finished (or close to) software feels SOOOO nice on a new game. The PF is not the standard Fan-Man(tm) layout we have come to expect from Mr. Gomez. First game by Mr. Gomez that has not just 1, but 2 banks of drop targets. What took so long George? I really like the shifted ramp/orbit layout. The Nick Fury shot requires sniper skill. Hawkeye is my favorite shot in the game by far. When was the last time you saw a shot that takes a complete figure 8 around the PF and back to the opposite flipper, and it has a diverter to the lock over the right flipper as well. Running multiple modes at once makes stackability of modes plus multiball a great way to play. I like the dots on this table.

The Cons:
This spinner is supposed to... spin, right? The Hulk toy is a ball trap/PITA even when it works! The Black Widow ramp looks like another maintenance issue that is just waiting to happen. Don't get me started on the Hulk lock saucer that is only going to wear down and become even less reliable of a shot from the black widow ramp drop shot than it is already. Crappy shots/toys in the middle of this table make for a less than stellar game.

The Takeaway:
A solidly themed game that is fun to play and should swallow many quarters on location. Alright for the players, non-offensive for the girlfriends and great for the kids. A good game, not a great game, especially in the light of AC/DC.

HULK MAKE POOPIES JACKPOOT!

Update - 7-26-13:
The more I play this game... the more I like it, and the more I don't. I am starting to really understand the rules and figure out the priority of shots. Yeah, that Black Widow is still a bitch... but, it is the Black Widow shot. Good thing this game has the Hawkeye secondary ramp. Bad thing it doesn't have standups instead of the Balltrap-Suk-o-Lux drop targets (has anyone modded this properly yet?). Another Stern that shows that more toys do not necessarily make a better game. Goooooo Tranny-Formers!

I like the "Irish Buckwheat in a headlock Hulk Underarm" Sooper JP!
1.503/10
11 years ago
Possibly the worst game to come out of Williams in the late 70's.

The Pros:
Umm... yeah... The cabinet looks alright.

The Cons:
Looks, sounds and plays like crap. Feel free to add as many firewood/ boat anchor analogies to this deck as you please. Personally... I am stunned. I can't believe Kordek designed this table.

The Takeaway:
Take me away to another pinball game.
8.549/10
11 years ago
This game is another one I remember playing as a kid. When that ball would slip between the flippers... What? where did it just go? Awww man...

The Pros:
Another simple but not easy gottlieb design. Well done and then some. This game makes you play. Backhand shots are incredibly important on this table and you have twice the chance as you normally would. You must stack your targets or risk losing your bonus by not getting the single or double drop targets first.

The Cons:
I never shoot for the spinner as my bonus is built and collected from the targets and the left orbit.

The Takeaway:
Frustration level on this game is high when your ball control skills are low. Get used to the game and control your shots. An EM design in a digital world. It even has chimes. A very good game with a nicely done art package. I got a good deal on mine and thought about shopping it and turning it over. Not now... this deck has a permanent place in my gameroom.

Update:
Another game in the collection that gets more play than one might think it would. This game will teach you patience and judgment in relation to what to do when the ball is near the flippers. Getting "scissored" happens, but after a few serious sessions with this deck, you get to feel what to expect pretty quickly. The build/collect/5x bonus scheme makes it all come down to that last drop target. Sweep the 4 red targets if you can! Fresh rubbers make the difference on this game. Otherwise it feels dead and boring. Collectors who gush over the EM version can do so any day. The SS ruleset on this game, rules! Gottlieb took a page from the Bally tables of the day. The build/collect bonus ruleset means that skilled play is rewarded with high scores, yet you never ever truly get the "win". A true player that can be had for just a few hundred USD.
8.633/10
11 years ago
Joust is a unique game where head to head action actually works. In fact it is the best way to play this game.

The Pros: Once you know this game, it is a blast to play. Shots are not always easy to make and hitting the wrong spinner will give your opponent points. Just hope that they don't have it lit to 5k! Hitting targets and racing your opponent on the other side of the table to collect is great fun. Learning the sound cues on this game is key.

The Cons:
The game is not obvious to the person walking up to it the first time. Even starting a 2 player game can be confusing. "What do you mean I hit the flippers to start the game?" The single player game is just not that exciting.

The Takeaway:
It may seem like a bit of a novelty, but Joust is the best head-to-head competitive table I have EVER played (Out of 10, I had to give it a 10, otherwise it's a 5 as a single player). It completely lives up to it's theme and purpose. The flippers even "flap" like the video game did. Another awesome pin-gem from Barry Oursler and his team of merry pin-men.If you can find one and have a pinball player to play with... get a game or three on this table. Your life will be better for it.
6.070/10
11 years ago
Another Paul Faris masterpiece for Bally. I remember seeing this game for the first time and it scared me away from playing it.

The Pros:
The Art package is fantastic! Mirrored infinity bg is perfect for this theme. The invaders marching away is perfect for a bg sound, but that's it. Most detailed pf?

The Cons:
So much space on the pf. so little to do. The captive ball does....? The u-turn horseshoe is a deathshot. light the spinner, collect bonus... and again, and again, and again...

The Takeaway:
I like to play this game for something different, every once in a while. It would never be in my collection other than the backglass cycling with the lights as an art piece hanging on the wall.
3.711/10
11 years ago
At least Inidana Jones looks like he should on this table...

The Pros:
I like the captive ball.

The Cons:
A good game will be played in your dreams while you are sleeping. This table is not a dream to play AND can play this game while you are sleeping. I can't remember thinking about so many other things besides playing this game, while I'm playing it. Hit the captive ball, lock it and when multiball starts... hit the upper captive ball to double your PF scores... again and again and again...

The Takeaway:
Just walk away and find ANY other game to play. The title should have been.... "Indiana Jones and the pinball machine rape of doom" (via South Park).

Update:
Never have I HATED playing pinball until this game. This pinball is the psycho ex-wife who's sole purpose in this plane of existence is to make your life miserable. The more I play this game the more sense that bile-like vomit flavor in my mouth. This deck also has the unfortunate effect of "reducing" a player's senses and intelligence. Kind of like listening to Lynrd Skynrd while getting drunk on Coors Lite. If you like your pinball stupid. Play this game. Smart pinball players will part this bitch out. Have a bonfire in the backyard with the shell of this soulless pin-vessel and use the left over parts as decorations for their boat anchor.

Update v2:
Ops love it as it keeps people throwing quarters into this thing. Who would have known? Fortunately, this will keep this game's price high and out of reach of frugal pinball players who give a damn about what they play. A great deck to teach the noobs flipper skills. That's about it. All the money must have been sent to Spielberg and Co. for the license on this title leaving no budget left for design or software development. And it shows. Michigan J. Frog, WHERE ARE YOU?!?

Death to this pin-bomination.

Update v3:
Don't you love it when you take youself too seriously playing pinball? Well, I certainly have with my opinion of this game. More like a rant-fest. Forgive me...

This is not a good design, but it is not horrible either. This deck actually does serve a purpose. It is a great game to practice your pinball skills on. And YES, there are pinball players out there who like more simple and straightforward games. This is one of them. This also may be the reason why operators still demand this table. The theme is easily recognizable and the game is simple enough for easy understanding and access to multiball fun. Am I a fan of it? No. But that doesn't mean that this game doesn't have real value as a pinball game.

Well that's just like... your opinion man... - The Dude
7.745/10
11 years ago
Krull never made it into production and I can see why. It's a beast. No, that's not a Krull joke. The game has a full pf under the main one... and it's a widebody Gottlieb SYS 80. I believe it weighs close to 400 pounds. Now I could be wrong, but I think I'd rather have a piano dropped on my head as compared to this game.

The Pros:
This is a fun game that requires skill on all playfields. The Lenticular lens on the main pf is a great way to get this game up and close. Shots are varied and you can go from all 3 pf within seconds depending on your shots. I like the beast shot.

The Cons:
Finding one.

Takeaway:
Between low production numbers and a few games lost. There are about 8 of these tables in existence. I would like to take a moment to thank the owner of this table for letting me play his when he has parties or brings it to the Rocky Mountain Showdown.
5.852/10
11 years ago
Bad Cats is a better game than Police Force. However, most games are better than Police force.

The Pros:
The Artwork is great! The Fish Bone-us is a cool build up shot in combination with 10x scoring can mean big points. Fish Bone-us kicker across the top of the pf into the bumpers is nicely done. The Left ramp is a premonition of BSD, all the way around the PF. This game has lots of character and the theme is incredibly well implemented. The BG animation is hilarious. Find the butterfly tattoo on the woman in the kitchen for extra bonus pinball culture points.

The Cons:
What is it with Oursler/Python and their rulesets from this era? A 2 and a half shot game... Fish Bone-us is often more valuable than the JP? BAD CATS can take time to spell and the drop targets are dangerous with the Oursler tm outlanes. Left ramp... 5 shots for 2 mil? At least it is not a complete game eraser like Police Force. Oh wait... the 20 million point shot on the last ball... I completely forgot about that feature of the game. Maybe I meant to do that...? At the same time, who forgot the multiball?

The Takeaway:
A fun game for the kiddies, not a players game. This game was formerly in the collection for the girlfriend. Meow,Meow,Meow,Meow, she loved it!

Update v1:
I recently got to play a "tuned" version of this game at the 1up Colfax. The slings were sensitive and the table was difficult to control. That in combination with Oursler (tm) outlanes made the game a bit of a luck-fest. Once the ball had settled, left ramp all day long unless I was trying to score an extra ball. While I love the push target in combination with the right inlane to 10x the fish bone-us... it is not nearly as effective as ramping out into unlimited millions. And once the sweet spot from the inlane feed is found, the ball is never in danger until that left ramp is missed. While the seafood random award with the across the PF kicker and the drops are fun as well... all you are really ever going to do on this table is the left (dracula castle ramp, and when I think about it, the coffin multiball shot is just a few inches to the right of the fishbowl ramp on their respective layouts) ramp over and over and over and over (20million on last ball) and over and over and over and over. There would be SO more game on this PF if it was utilized more completely. MYSTERY PROGAMMER, where are you?
8.910/10
11 years ago
Pin-bot is a really fun game. It brings back great memories for me from that time in my life. I remember it vividly and fondly.

The Pros:
The "theatre" of this game is engrossing and encompassing. The translite, the playfield artwork and even the light shows were a blast. Get to the sun... the game really lights up and blasts you with music. The skill shot was often the difference between winning and losing a game and required real skill. If you set it up right, it could be a million points a shot. I think I got it once. The second skill shot has to do with the strobing rows and columns to open the visor. The double shot of the ramp and the target under it was a nice addition as well. One of my favorite things was to cycle the extra ball light into the lane as the ball drops in. Skill involved even in getting the extra ball collected.

The Cons:
This is a game to ignore your left flipper with. Really. It's useless on this table design. Don't even think of trying for the planet standup on the right because once the ball starts bouncing in the slings... the outlanes will eat you alive. Now some people complain about this. I don't know what to say other than it's a game designed by Barry Ousler. Go play some BSD and then come back to this table to enjoy the "generosity" of the outlanes on Pin-bot. At least you can put rubber on those inlane/outlane posts...

The Takeaway:
A really fun game with a fantastic theme. I actually think it's Python's best work. I wish the shot selection from the left flipper was better, but all it's good for is a backhand at the target grid at the top of the pf. If this could of been designed differently, I would have scored this game higher. As it stands, I used to own one... and recently played a table at the Colorado Pinball Showdown within the past few years that was a beauty and a real monster to play. Almost made me want to get the table again. The story is that the drawings from Python were completed before Barry Oursler designed the game. Very Interesting...! The first and the best of the Pin-Bot series.

Update:
I know some players who really know and love Jack-Bot. The layout of these two tables is nearly identical. Jack-Bot is more complex and has some real strategy to Casino Run with it. Even with newer tech, rules and more complex gameplay... I STILL like the original Pin-Bot best out of the series. The limitations of the tech/rules is better balanced in my opinion. Winning a pinball game while not playing pinball while lots of fun, just seems strange. I will say that Jack-Bot is a great playing game. But playing Pin-Bot is a riskier more skillfull and a better pinball playing proposition to me.

Update v2: After speaking with Barry Ourlser about this table I gained a bit of insight into it's creation. This game is unusual in the fact that Barry told me that this was a Python concept (on a sheet of paper/ napkin from a bar...) that he brought to pinball reality. A true creative collaboration that made for a great design. Python grabbed the muse, Dirty Barry got the logistics, and the rest of the team came together to make Pin-Bot a reality. AWESOME!
4.178/10
11 years ago
Police Force is another Python/Oursler team effort that looks good and sounds nice... but when you really get to play it, you are left wanting.

The Pros:
Fun artwork and a sniper looking through his scope at the bad guys. Barry's tm outlanes require you to keep that ball in control.

The Cons:
This is a one and a half shot game. Middle ramp and steal the highest sccore. I say one and a half because I don't think that any game should have a shot that give a player the "automtic win" and still call itself pinball.

The Takeaway:
If you are a serious tourney player, go last on this game. Drain your first two balls, steal the top score and walk away knowing you stole the game in 1 shot. This may cause you to be known as a "PinJerk", so do so at your own risk. This game ranks high on the "random luck win" scale.

Update:
This game suffers from a gottlieb like ruleset from the time. Here's where I am at with this game... It can be modified to be better. it needs 2 things:

1) elimination of the steal your score rule. more work to build and collect a JP that resets in different ways would help too.
2) a diverter of sorts for the center ramp to feed the ball to both inlanes.

As this game stands, I don't like the way it plays, but there are so many homebrewers out there now that this game could be one that would benefit from some changes. There are good shots on this design. But there seem to be a number of games from this vintage of williams where design by committee seems to get in the way of a good playing game. Will it ever happen? Who knows... What can I say, I'm a dreamer.
8.761/10
11 years ago
The Spirit is a great game to play, when you can find one. Fortunately, I've got a friend who has a mint copy that plays like a champ. It sits next to his cherry Krull.

The Pros:
The PF design is inspired, from top to bottom. The shots, the shots, the shots. They are everywhere and you need to be on your game to take advantage of them all. Some shots are short, some require tight aim from the bottom to the top of the pf. The small flipper is well utilized and the small side flippers save the ball AND have a shot to the targets AT THE TOP OF THE INSIDE OF THE SLINGSHOTS. It boggles the mind...truly. Multiball requires you to shoot all over up and down and to the side around the PF.

The Cons:
I can't afford one even if I was able to find one up for sale.

Takeaway:
A very fine game. Go play one whenever you can and see if the owner will take a straight trade your MM and your CC.

Update:
The shots are super crazy on this game. Multiball is where it is at and playing it well is the key to big scores. Few things are more deflating in pinball than to see 2 locked balls head to the trough after you fail to lock the third ball. The secondary flippers can negate the outlanes and in one case I have seen the 1 way gate removed to keep the ball from becoming a gimme back into play. Why bang back and death save when you have those secondary flipper saves? The upper playfield is great and the exits from the top and the bottom are DANGEROUS! Is this the best system 80 game ever made? I dont know... but the way this game feels, it feels like none other and that in itself is of great value to a pinball player and collector. Now, if it would just keep on working...

Update v.2:
Learn to use the "star gate" targets and upper 270 degree loop shot to lift the center ramp to the upper playfield to get to the lock saucer up there to start multiball more easily. It's not just locking 3 saucers, you have more choices than that and using them all is the key to the winning scores here. IF you can get to the upper saucer through the "S" guides to the top saucer. great! But once I started the star gate strategy, I'd take it on a lucky shot, and ignore it most other times. Just lock one or two balls (or not even one lock) and star gate into 2 or three ball multiball. Keep it up. Stay in multiball for big scores and safety. Competitive players will find this the best risk/reward strategy on this game. The B-A and L-K targets require sniper aim and the L-L targets can be reached with a solid shot up the center ramp. This layout is like some of the older Stern V.1 games where the game is wider, but it is also longer. Keeping standard pinball playfield proportions means that this design essentially "shrinks" the pinball to a smaller size on a larger playfield. This is how you make room for those wacky inlane Shatz-shots! Can Spirit get boring? It can, but a well tuned version of this game will always be challenging.

Looking for a direct pipeline to 1982? Check out Spirit!
9.465/10
11 years ago
This is possibly the best PF design that ever came out of Gottlieb, ever.

Pros:
The shots! the way the game opens up from the flippers to the top of the pf with 10 drop targets to shoot for. A shooters game if there ever was one. A skill shot that takes real skill. Nudging properly is required as well. You have to do it to keep the ball on the table... as the outlanes and the space between the flippers eat up pinballs like there is no tomorrow. If you can roll this game... your pin-fu is very strong!

Cons:
I used to own a target alpha... now I really want this table after playing it at Lyons Classic Pinball.

Takeaway:
A truly classic game design... They made over 18,000 versions of this game with different graphics/rulesets and even made a SS version. Have not been able to find the SS version yet.

Update:
Mission Accomplished. The El Dorado has landed, into my collection. I am very happy and very grateful to the seller who got this game to me at a relatively reasonable price. While Target Alpha is long gone. This one is staying around. We will see what happens if I ever come across a Gold Strike or an El Dorado, City of Gold. For now... it's got me by the neck. I can't stop playing this game. This deck has that magical "1 more game" quality to it, big time!
8.733/10
11 years ago
Classic Bally early SS pinball. Hugh is a happy dude. Even Grandma looks like she is having a blast in the grotto. This pinball table looks great in pink. Maybe even better than the Dolly Parton pinball game does.

Pros:
Uh... it's Playboy pinball. Build up your bonus and hit the grotto. Shotting from the right orbit to the grotto is always a very satisfying shot. Granny Mc Fanny in the grotto with her arms behind her head...classic!

Cons:
Hard to find a game that was not worn to the wood due to heavy play. Yeah... I said wood.

Takeaway:
Classic Bally pinball in so many ways. Get to the grotto. Oh yeah... The only thing better is a Sexy Girl.
5.252/10
11 years ago
I really wanted to like this game, I really did...

The Pros:
Great pf layout and the Glove is a great toy when operating as it should. Fast as lightning orbits and ramps keep you on your toes. The playfield sings when properly maintained. Multi ball is a blast and the powerdown mode rewards good play up to that point with longer timers for wiz mode jackpots.

The Cons:
The spinner rules blow... donkeys. My least favorite Youssi package. Even if mystery programmer could dive in to get to the spinner score and put a timer on it... or reduce the score by a decimal point or three... this game would be so much better. I have heard of people physically altering the spinner so that when it, would only rotate a spin or two. Which works... BUT THIS IS A SPINNER!!! There are other items that are less glaringly obvious, but c'mon!

The Takeaway:
Who was in charge of play testing this game? Really. I'd like to know, because they should be lynched in the name of pinball justice. Goerge... you blew this one. JM could have been REALLY good.
8.244/10
11 years ago
TX Sector sounds and plays like a good game. It looks absolutely horrible. I am submitting this game for worst BG, EVER. At the same time I am submitting this game for the best sounds EVER. I said EVER!

The Pros:
Cool shots and sounds. The game itself is varied and challenging. The upper flipper is very well utilized. Drop targets are nicely placed and the ball moves around the PF nicely at all times. Strong flippers are a must. I have never heard a pinball game sound like this. This game's player stock rose significantly when it appeared in the PAPA "A" bank in 2011.

The Cons:
I wish I could play pinball by braille, because this game is an abomination to look at. Constantino, what were you thinking. Actually, what was the managment thinking to get this out the door? Someone had to approve of this before it went to a trade show. That someone should be fired. Oh yeah... tiny little blue scores to read as well. Hate 'em.

Takeaway:
I had a friend who replaced the translite. I feel much better now when I step up to the game. It's a fantastic sounding and playing table. If you have not played this game... you owe it to yourself to do so. This game plays great and no other game... I mean... nothing out there sounds like this 80's sci-fi fantasy experience!
9.168/10
11 years ago
Taxi is probably one of the best games from both Mark Ritchie and Python. Simple, straight forward and great fun.

The Pros:
Criss-Cross ramps and a great skill shot. The sounds and characters are wacky and in their own way, perfect on this game. Diner took it to the next step, but this game holds it's own with it's feel and humor. Decent rules and a 3 ball multiball is a challenge. One of the best skillshots ever that makes you consider your reward strategy from the first time you send your ball into the PF.

The Cons:
Norma Jean's estate. Millions/jackpot scoring needs help/balancing.

The Takeaway:
A extremely enjoyable game that plays very well. I hadn't played one until recently and am glad that I did. Ahhhh, the memories...

Update:
I got a chance to play a great working copy and sessioned the heck out of it. Took a bit and got a decent score on it. I loved shooting this design. Skill shots that matter as the game progresses. Remember? Skill shots that matter? Yeah. This game has it. I love the switched inlanes and outlanes. The kicker and saucer lanes on the side make the ends of the flippers a necessary. The pin-bot drops are the toughest shots in the game. The lowest drop in particular seems to be accessed more frequently from the left sling than the left flipper. If there is a flaw in the game, it is the adjustment of the gorby/santa kickout to a bad bounce from the top into the right outlane. I believe this can be adjusted, But I'd have to get a hand on a copy of this design to really find out. The inlane/outlane divider wire (Steve Kirk approved!)

Other than that, the software with the jackpot collect between all players keeps this game from being and ideal tourney player. I wouldn't be surprised if mystery programmer makes a tourney /switchable rom with modified rules that would make the jackpot a set value, identifiable between all players (example: starting at 500k and building with each player throughout the game. Players can collect their individual jackpot scores that they have metered up. Resetting at 500k for each player at the start of each game). The Mariyn/Lola drops are frikking deadly. Often I will save up those shots to clear her bank during 2 ball multiball. This successful design becomes Mark Ritchie's signature layout as we see similar variants of playfield shots and length of stopping elements up the playfield in Diner and a criss-cross ramp setup in Fishtales and KingPin as well. The BG artwork is superdetailed and a combination of awesome and ??? (Python...). You can actually see yourself as a passenger in the rear view mirror! Our cab driver's face looks like he has cheek implants but is also showing a SOG patch. That dude has seen some shit.

Taxi is a great game that really shows off the talented team that worked at Williams in the mid-late 80's. It feels great to shoot. Features goofy and irreverent (certainly by many of today's cultural standards) artwork and callouts to laugh at. The music is AWESOME! Get a high score and to the happy pinball dance. Finally, when set up properly, this design is a devastating player. I'd love to get my hands on a copy. That's because Taxi is fun in a box. Now I gotsta RING THAT BELL!
8.202/10
11 years ago
Firepower is what pinball is about in the early 80's. Fast , furious and when not given proper respect... will eat you alive.

The Pros:
Steve Richie's personality shines through on this table. You better be ready for this game or you're out of quarters very quickly.

The Cons:
No PF Bonus for multiball? The price we pay for lane change I guess...

The Takeaway:
Steve and Eugene did a kickass job on this deck. Some people may say it is too basic and outdated. I say it's pure pinball satisfaction from a simpler time and technology. GitSum!

Update:
Dan Gutchess put a SCHWEEEEET copy of this game into the 1up here in Denver, CO. Damn this game is blazingly fast. Like, lose sight of the ball fast. Where did it go? Oh yeah... out the unlit left outlane... HA!. The pinball wall at the 1 up is super solid. The entire lineup of about 15 other pins are all newer Stern and later model B/ W games. This game holds it own as far as skills required to play this thing well. After sessioning it for an afternoon or three it becomes incredibly apparent that the big points are scored on the spinner with this deck. Survive your standups (backhand shots are an absolute necessity on this strategy if you are going to keep your ball in play) and tear that spinner up. Control the ball when it comes back you to you, get the ball to the right flipper and do it again! The more I play this game, the less I go for the locks. I really enjoy the countdown to the start of the multiball sequence with the animated score displays and light show, but points is points is points when the game is on the line. It's all about the spinner (Williams Space Shuttle y'all!). With all the good and the bad... The more I play this game the more I enjoy it. This is the "magic" of a great pinball game (or any other game for that matter). This game was Steve Ritchie's highest production design and it is easy to see why when you get your hands on a copy that plays as it should. Firepower draws you in and keeps you coming back. Enjoy the addiction y'all!

Update v2:
Cross yer' fingers while the you shoot for the standups and rip the spinner. That's about it. Not that this is a bad thing, it's just a matter of really finding the standup angles and then hitting the spinner in the sweet spot. Multiball has no scoring benefit to it other than the safety of multiple balls on the table. The center standup "may" be worth shooting for once maxed out, but the spinner is the safer shot. Let the ball hit the standup as it bounces around the pop-garden I say. Still a great game, but not the most complex one, this deck can be broken down to a very simple strategy. This game is almost EM like in that sense.
8.652/10
11 years ago
Big Bang Bar is a table with a beautifully executed theme.

The Good:
This game looks great. The sounds and toys are fantastic. The ramp with the lit arrows is an incredible addition that more ramps should have. (Homer Simpson voice): Mmmmmm... Tubedancer... aaaaaaagghghghhh...

The Bad:
Most of the modes are not that well thought out. A few are very unbalancing. You'd better have friends that have this game and are willing to share. Or... you can choose between this table and buying a new car. That is, if you can find one for sale. Silly expensive.

The Takeaway:
Mark Ritchie did a great job with this table (just like PinballMagic) and it was just fate that handed him a corporate decision. A little to the left... A litle to the right... Lots of fun, nicely done.
9.364/10
11 years ago
Devil Riders is not an easy game to play... This game is a skills game that requires your full attention at all times, Keep your attention on point around the outlanes.

The Pros:
The PF is simple and an effective design. Getting the ball to the upper pf is always a challenge. Keeping it up there is tough! The italians love their artwork and the style of the game is unlike any american table you will see. The Drop targets holding up the ramp is an idea that I am surprised I have never seen on any other game before.

The Cons:
Until you get the "feel" of a game like this, it will eat you alive. Scoring opportunities are not always immediately apparent. I need more time with this game...

The Takeaway:
Play this game and get used ot it. Once you get a handle on it, you will really enjoy it. Make that bike spin!
5.321/10
11 years ago
The Flintstones... JT's got some original pf ideas. The game should shine, but gets the "meh" after a few plays. This game should be a great game, but read on...

The Pros:
Cool shots and lower PF diverters by the flippers. The Multiball start sequence is really creative. PF art and buildings are very well done. Ramp shots are smooth and this game "flows" better than any of the other JT designs. The twinkle toes sound before Fred bowls and the FLINTSTONE!!! when you drain are really funny.

The Cons:
Worst O'Connor B/W BG ever. That was so painful to type... Now for the real shocker. This game is a bore. Rules that should reward your skillful play are, well... uninspired. The Jackpots are weighted too heavily in this design. Does his team playtest these games with people who have little pinball playing experience? I understand pinball trying to attract the casual player, but this game is too easy to keep a real player's interest.

Takeaway:
A fun game, not a serious player unless rules are set to super nasty and the outlanes are made super wide. A great game for the little kiddies or an introduction to the hobby. Sometimes that is what pinball is for. Fun for people other than the pinheads who take the game way too seriously. Like... me.
8.955/10
11 years ago
If there is one System 80 Gottleib game to own... this is it. If there is any Gottleib table to own... this is it. A true player's deck and a damn fine game.

The Pros:
This game makes you feel like you are floating in space. The BG animation adds to the effect as do the sounds. This PF is brilliant on both levels. Rules are relatively simple, but NEVER easy. If you can play 3 games in a row and get 3 ball multiball each time, this is a SERIOUS achievement. You now are the owner of a big pinball dork.

The Cons:
Getting this thing to work without rewiring is part of it's charm. yeah...

The Takeaway:
I like this game better than most Bally's and DMD williams games. It's that good people. I had a line on a $300.- game to restore and I missed it. I am still kicking myself in the butt for that one.
7.054/10
11 years ago
Sorcerer is another game that could have been great. Instead, it's just ok. Mark Ritchie built a fast design that could have used some better rules. Maybe I need to get to the rule options and make the game meaner...?

The Pros:
Cool shot selection, the upper flipper is used well with the drop targets. The art package is hot and the sounds work perfectly with the theme.

The Cons:
Easy multiball, rinse and repeat, again and again. Everything else is secondary. The Bank of sorcerer targets are all death shots. The ball will hit them all during gameplay randomly anyway...

The Takeaway:
This is a fast and fun game that loses interest after a few plays. Take a good look at the theater of this game and enjoy it for what it is. Don't forget to check out Gandalf and Saruman going at it again...

Update:
I think the best way to describe this game is it would be a great game for someone who has a bunch of games. This game really looks, sounds and feels like a great game, but the play is just too easy. It would be a fantastic game for someone who is looking to get into pinball. More experienced players, this deck needs to be SERIOUSLY nastified. Outlane posts removed, inlane rubbers removed, lightning flippers installed (all 3). You may have a decent game to play now. Ball and game times will be shorter. But my fear is that once you get used to the more difficult setup... it will become boring quickly, again.

hmmm. I have a friend who has a nice copy. I think I may have to try this. Expect a full report after the game has been modded.
8.747/10
11 years ago
Fathom was one of those games I played as a kid and it was too tough! Granted this was the early 80's and I did not see another one for about 20 years. Fortunately, I've gotten better at playing pinball and wouldn't you know... this game is still a challenge.

The Pros:
Murder in progress by those fishtailed temptresses. This game is lush and the shots require precision. the timer on the 1-2-3 targets is a great way to add tension to the game. Starting the 3 ball multi is a challenge and the drops require precision. Greg Freres did a damn fine job with this art package. Inline drop targets for the lock and a bank of color coded green and blue targets for your bonus on the left of the PF require thought and accuracy. Light the spinner and rip it up! The inlane/outlane setup requires solid nudging skills. A true shooters table.

The Cons:
I don't own one. People who are rating this game less than an 8/10 need to spend some time on it and get the feel of it. Like I said before, when I first tried this game in the early 80's (forgive me... I was 12) the game killed my quarters faster than anything I could remember. But the game made such an impression on me that I kept on looking for it. If you are a good player and still rate it under an 8/10... it's you... no really... it's you.

The Takeaway:
A Classic Bally pinball game in every way. Looks beautiful, plays great. Keeps you coming back for more. Ward Pemberton's best table by miles.

Update:
I found one! I paid more than I would have like to have... but the quest is over. I have to say, this thing is gonna be sweet when it's tuned!

Update v2:
Well, the dream is over. I had someone offer me a trade I could not refuse and after another trade, it turned into a suh-wheet AC/DC preem with >550 plays. I miss it, but damn. I do love me some AC/DC preem! Will I have another one some day? I certainly hope so. The wheel keeps on turning and when you have more than a few pins to work on, why not? I wish it's new owner the best and hope that he has as much fun with it as I did. I must keep my eyes out for another copy... If anyone has one for sale, msg. me and let's make a deal!

Update v3:
I babysat a friend's game while he was in town getting it fixed (he lives in a remote area and could not get the game to work). So I have been sessioning it out and... well, it just doesn't speak to me the way it used to. I was at a party where my old table was and I felt the same. I love playing the game, the shots, the rules, the sounds, the artwork, the dual bonus ladder, the Murmaids, but unless I was in multiball, I didn't feel the challenging pull that I get from other games of that era. I find that there is more to do and more fun to be had with other tables from this era. I still love to play Skateball, Paragon, Harlem Globetrotters and Flash Gordon. But the dream is over for me and this table. Who knows, maybe another one will come my way some day, but for now... lastability and fun are reduced accordingly.

Update v.4:
Stuck in 2 ball multiball with the ball trap on the right. light spinner. tear said spinner up, repeat. How did this game become so safe? I got bored. Maybe another copy will feel more challenging, but I am not sure. She is a beauty though...
5.033/10
11 years ago
Gorgar has it's plce in pinbll history for being the first speking pinball table, that's about it.

The Pros:
It's a williams from the late 70's. The saucer shot on the left is not an easy one to make and the spinner on the right is satisfying when ripped properly. Trademark Oursler tm outlanes require attention and skill to be avoided.

The Cons:
Strange shots and rules make this an interesting play, for a little while. Funky Sword and sorcery art keeps me from wearing undies made out of animal pelts. While the speech is minimal and rather silly, this game is not a player in the way the rules of the game are built.

The Takeaway: This game has a place on memory lane, but that's about it for me.
9.230/10
11 years ago
I have been looking for a hotline for years. Finally found one at a bargain price... but I got what I paid for. The pf had been lifting around the inserts and the flipper mechanics had been removed. Thank goodness for Pinball Resource. This is still a project in the works, but when it is done I may review this... review and update my scores.

Pros:
Great artwork. Gotta love the mermaid. The game plays incredibly well and is very fast. Consider that this game has a DMD placed into the middle of the playfield that spells out HOTLINE. This game was made in 1966 with analog tech. My brain hurts just even thinking about it. Lots of fast action in the 5 pop bumpers. When you have that last rollover to work on... it becomes a shooters game. Take aim.. make your shot... the bumper throws that ball straight back at you.

Cons:
No inlanes and outlanes. Just 4 outlanes. Keep nudging skillfully!

Takeaway:
Spelling hotline is a real challenge and can be frustrating at time. I think I have done it twice in all the games I have played on this table. However getting the game to special is a real treat. Shooting the ball into the upper gate is a struggle, but one that you can pride yourself for a well placed shot (or a lucky bounce off a pop bumper) as well. I dare you to do it from a flipper shot instead of a fortuitous rebound.

Update:
The more I play this game, the more I appreciate the EM skillset that this game requires of a player. This is not an easy game and is VERY chaotic. Control needs to be learned from bouncing off the slings as well as anticipating what the ball is going to do in the PF. Nudging skills that use the slings to get the ball to the top of the PF are as important (and in this case, maybe even more important) than using your reflexive flipper skills. Keeping the ball high in the pops is a good strategy, but still, that ball is coming down soon! Hitcher' A and B rollovers/targets and if you can get the ball in the upper right hand gate. Awesome! A true player for the EM mindset. SS/DMD players may hate on this deck, but that's just because they are out of their comfort zone.
9.181/10
11 years ago
Surf Champ/Surfer is a brilliant design/layout by Ed Krynski the rules on this table are incredibly well implemented and considering this is an EM multiplayer, made even more impressive.

The Pros:
Believe it or not... bonus is the key to this game. You have to know what to shoot and what to aim for. Backhand shots to the drops on the left. Backhand shot (you may have to juggle this one first) to the saucer from the right. Getting the upper saucer lit to 5k is great, but shooting it and making it stick is a whole different matter. The spinner has to shot towards the side or the left bumper will make you pay for it SDTM! Drop targets are tough shots and deflect the ball into the pop bumpers. lighting 3x bonus on the last ball will make the difference between you winning or losing a game.

The Cons:
Tilting with 3x bonus.... Aaaaagh! Damn that space between the flippers.

The Takeaway:
Classic Gottleib in so many ways. Now I just have to find one in good shape for a good price. A true player's game from the brilliant mind of Master K.

Update:
I just picked up a copy of this deck and can't wait to fix it up, tune it and make it play worthy. I'm a happy pinhead!


Update v.2:
This game has that "one more game factor" in it like few others. It there's one thing I never do, it's shoot for the spinner. Even when lit. But even then... So much fun to rip that spinner!
9.349/10
11 years ago
Surf Champ/Surfer is a brilliant design/layout by Ed Krynski the rules on this table are incredibly well implemented and considering this is an EM multiplayer, made even more impressive.

The Pros:
Believe it or not... bonus is the key to this game. You have to know what to shoot and what to aim for. Getting the upper saucer lit to 5k is great, but shooting it and making it stick is a whole different matter. The spinner has to shot towards the side or the left bumper will make you pay for it SDTM! Drop targets are tough shots and deflect the ball into the pop bumpers. lighting 3x bonus on the last ball will make the difference between you winning or losing a game.

The Cons:
Tilting with 3x bonus.... Aaaaagh! Damn that space between the flippers.

The Takeaway:
Classic Gottleib in so many ways. Now I just have to find one in good shape for a good price. I like the art on the 2 player version a bit more with the guy getting tossed into the surf and the jets in the sky. A true player's game from the brilliant mind of Master K.

Update:
This game has that "one more game factor" in it like few others. It there's one thing I never do, it's shoot for the spinner. Even when lit. But even then... So much fun to rip that spinner!
4.896/10
11 years ago
Pool Sharks is one of those Bally games that has a cool layout... and that's about it.

The Pros:
Good variety of shots and ways to get around the table. Choosing between 8 and 9 ball at the start of the game is a way to keep things interesting. Just know which one to choose first. Psssst.... 9 ball.

The Cons:
The rules, ugh. Mega points for minimal effort. rinse and repeat. The girls on the BG look like 80's plastic barbie porn stars. I can't believe this is a Doug Watson art package...

The Takeaway:
A good game for a casual player. Serious players need to look elsewhere.
4.338/10
11 years ago
Millionaire is an example of a game that had lots of interesting things going for it, but the team just didn't put it all together with the rule set.

The Pros:
Cool shots and a slick art package make this a good start. The sound is ok. The light show at the start of multiball is cool. Right sauccer kickout to upper flipper to inline targets... nice. The oscillating skill shot is hot!

The Cons:
I don't care for "random" games that award specials and extra balls as a "feature". Maybe software can be adjusted on this, but I don't know what options there are for that. Who play tested this table? It's too easy. Maybe I need to have the game set to "balls nasty" with posts removed on the right hand side outlane and the tilt set to "sneezer" settings to be a challenge, but this game is a cakewalk. I roll this thing over every other game. Give me another digit to work with fellas... Calling Mystery Programmer! I can't believe this is a Williams game...

The Takeaway:
A good looking and fun game for the kids... who want to be millionaires.
4.250/10
11 years ago
Road Kings has a few things going for it. I said a few things...

The Pros:
Interesting shots and cool diverters on both ramps. If I remember correctly, the left orbit around the playfield exiting above the right sling was different type of shot feed. Good action in the top of the PF in the pops.

The Cons:
The "meh" factor is high on this game. For a game that is supposed to be about motorcycles on the road, it is very stop and go. I don't like the ramp to the kicker to the top of the PF... let that ball flow!!!

The Takeaway:
Not Mark Ritchie's shining moment. Fortunately, his work gets much better.
5.212/10
11 years ago
Big Guns is an experiment in something different. This is to be expected with Python.

The Pros:
Crazy criss-cross design with shots going in all directions. Upper flippers are utilized with timers quite nicely. The theme is executed well and the feeling of going to war is communicated with urgency. The shots into the cannons are satisfying. A righteous skill shot starts each ball off right.

The Cons:
I'm not sure of the software on this deck. It seems to do strange things. Many of the copies of this game that I have played seem to lose track of the balls quite easily. I hope you have a high ceiling in your game room. This game is at least 6 inches taller than most other decks. This game looks and sounds great... but who playtested this beast?

The Takeaway:
A great looking and sounding... fun game for the kiddies, but not much more than that... and there is absolutely NO reason why that should be the case.
7.950/10
11 years ago
Catacomb is a game that is smarter than most of the people playing it. This includes me. The bonus and the bagatelle have their own set of rules that make all the difference on this table.

The Pros:
Cool shots and the Bagatelle in the BG make for some interesting/luck based play. The targets that need to be hit rotate about the table and have a significant affect on bonus. Choose, shoot and time your shots with precision. The Swords and sorcery theme works very well with this design.

The Cons:
The shots on the "B" Bank are luck from the bumpers or a glancing blow from the spinnner lane. With multiball, locked balls can be stolen, this is something to be considered carefully. The rulesheet is useless. Expect to play 100 times and still be confused as to what you need to do when playing this table.

The Takeaway:
Play one if you can for a few weeks and let me know what you learned about it. Even though I don't get all of the rules of this game, I still really like it. I'd like it even better if I knew what to do with this deck.

Update:
Finally got to play a copy with a player who owned it and he showed me a few things. First of all, the bagatelle is incredibly powerful and can "catch a player up" right quick if utilized properly. You have got to know how to use the secondary buttons to change the lit number on the A-B-C-D lanes to make the most of this feature. Essentially, light the unlit #'s on the 4x4 grid and try to flip the ball into the lane with the unlit A-B-C-D number. Keep doing this until you fill the grid or you hit an already lit #. The "B" targets have to be shot through the two pop bumpers at the top of the PF to be dropped with intent. The spinner is always satisfying to rip and when all 3 inserts are lit. While there will always be a "luck" factor to this game, it is far from a skill-less game. Get to know it, learn to play it and love it!
5.358/10
11 years ago
Escape From the Lost World is a game that I have only had the opportunity to play recently. This game is a demanding table that requires you to make your shots or pay the price.

The Pros:
Shots are precise and once you get up over the main PF, you had better make your shots. Falling balls can come back from the upper PF and drain easily from their heights. So don't take any ball anywhere on the table for granted. Molded plastics look great when lit from below. Collecting your treasure always makes you feel like you earned that shot.

The Cons:
This is pretty much a 1-2 shot game. Fortunately, those shots are tough ones that you really have to earn. The lower PF feels cramped and seems to resist any shot that you try to make. This game is not easy to enjoy... it's stressful to play this deck.

The Takeaway:
Practice on this table is key to get the feel of shooting the ball to build and collect treasure. This deck is extremely unforgiving, so you'd better be on point. Why did they put a window in the PF of this game but no mini-pf? I had to ask...
8.506/10
11 years ago
Stingray is a cool old stern table. It's a bally... but a different PF layout and ruleset.

The Pros:
Great shots, great action in the pops. The small standup in the upper right hand pf is a tricky shot. The lower saucer is tough shot and the upper saucer in conjunction with the spinner/ nudging at the top... a nice table all around. The standup just to the left of the right lane is a TOUGH shot. There are two ways to get to the top, however the feeds/entrances/exits on these lanes is different enough that the game plays very differently from each side of the PF. Light the spinner up and rip it! The randomizer on the upper saucer award keeps giving you reasons to shoot that ball to the top of the PF.

The Cons:
Saucer/Bonus count wear seems to rip these pf's up. Saucer is more of a bumble it in kind of lucky bounce than a carefully aimed and skillful shot.

The Takeaway:
A nice art package and the play is solid. I like it! Classic Sterns are starting to be appreciated by more and more solid pinball players and this game is one of the reasons why.
9.214/10
11 years ago
Andromeda is an most interesting deck. I like the way it plays and the artwork is a nearly unknown Paul Faris masterpiece.

The Pros:
Spider girls and bat dogs are cool! But I gotta know, if she has 4 eyes and arms, why doesn't she have 4 boobs? Unusual sounds and the mulitball lightshow is a great jumpstarter. The Spinner is a huge money shot and is not easy to make. Shoot the bonus x to 10, max the bonus ladder and the game sounds like a chainsaw when you collect it all!

The Cons:
Hard to find and pf's can be trashed. Putting the ball up the multiball saucer too fast will send you to the lanes at the top of the PF, AAaagh!!

The Takeaway:
The left side of the PF is a williams game. The right side of the pf is a gottleib and the pop bumper down below by the flippers is something that had only been seen before in early 70's williams games and other Game Plan decks. Stealing your opponent's multiball is always satisfying. A true player and a damn fine table. Thank you to Kevin and Carole at Lyons Classic Pinball for introducing me to this deck.

Update:
Well, I still can't find one. The good news is that the one at Lyons is awesome and plays like a champ. The switch lane between the drop target banks will test your nerves and your aim. Light up and rip that spinner for the big scores. Multiball is fun, fast and tricky with the pop on the left just over the flipper. Between this deck, Sharpshooter (1 & 2) and Cyclopes, Game plan made a few great games! Find one and play the heck out of it.

Update v.2
Start multiball, let the rest of the game come to you. Rinse and repeat. Live happy pinball life! Go for the Chainsaw!!!

Update v.3:
The "thing" with this game is really about 2 things. Get the spinner built and rip it in multiball for 8k a spin. Build and collect bonus (10x is the bestest). Are there other things to shoot for? Yes. But the lane between the drops is super dangerous and the score is cycling so quickly that it is rather "random". A truly hard shot to make with not that much of a reward. Too risky for me!

DO

NOT

TILT

or you will ball up into your pin-fetal position and cry your little river out onto the floor. Is is this game a challenging as new games made today? Of course not. But it is one of the best games of it's era and the best Game Plan game made. Lots of fun! Find one if you can and enjoy the ride!
7.301/10
11 years ago
High Roller Casino is not a good looking or sounding game, but fortunately, it plays rather well.

The Pros:
The shots are well done and the mini-games integrate well into the theme (with one exception below, but even then... it's still true to the theme). The PF is very well designed and both ramps have alternate functions/paths. The spinner on the right orbit is a blast to rip and my all time favorite decade/generation spanning feature of standups behind drops requires skill, risk/reward decision making as well as adaptation skills to deal with how the ball interacts with both sets of targets on the same bank. Love it!

The Cons:
The divider on the center ramp seems to be flimsy. Maybe flimsy is not the right word... it feels cheap. One of KO'C's worst art packages (it pains me to type that last sentence). It looks like he was given a rush job over the weekend and hardly any money to get the job done. The Craps game is completely random and makes achieving the wiz mode a real chore sometimes.

The Takeaway:
This is a fun playing pinball game. Not a looker, but lots of fun. Let's say this game has "personality". Stock up on extra parts as this game seems a bit flimsy in the construction department all around. Stern's first original pinball design after buying the Sega pinball division and the last game we saw from Jon Norris. Consider that nearly every year of his career he produced at least 2 pinball games. His name is credited with 6 games in 1995 including the righteous Stargate. People bag on Premier games, but there are some great games in his portfolio and when you read into what he had to deal with and the deadlines given to him... the quality of his work does not deserve the "lesser" status that many people give him and John Trudeau. A good game is a good game regardless of the manufacturer.

Update 3/2013:
I got a chance to play this game and it was a bit of a let-down and a bit of a nice surprise.

The Good:
I had forgotten how much fun the break a bank feature was on this deck. When I collected that 100th chip, this game really lit up. A blast to play. Multiball, I got a much better idea of the stacking of the single, double, triple jackpots... then collect the super from the slot machine. Takes a bit of skill and ball control with 4 balls flying around the pf. Collecting as many triple-jacks and then the Super is a hoot. I also really appreciate how both ramps have two types of diverters on them, one lateral and one vertical. I also like the randomness of the drop from the slot machine ramp toward the lower pf. It adds a nice bit or on your toes randomness to the play of this deck.

The Bad:

The flippers were not strong enough to consistently make it up the center diverter ramp. I can't hold this against the design, but I certainly can hold it against the operator. (In best Cartman voice) Weeeeeaakk! The more I played the modes the more I felt like it wasn't just Craps that were random. The 21 and Hi-Lo games were also strife with randomness in their awards that really felt like the game was or was not going to help you move along with your score. The "cheat" feature really came in handy with these 3 modes and when you need to "cheat" at least half the qualifications to the frenzy... not so hot. The targets behind the drops were not registering on this copy of this table (Again, in best Cartman voice) Weeeeeaakk!

Takeaway:
I'm taking the rules score down a bit for this game. However, the gameplay on this game is entertaining (even with weak-dick operator flacco-flippers, and that speaks volumes in my book) when you get into the multiball aspect of this table. If you can find one for a nice price, I think you will be pleasantly surprised.

Update v2:
Playing multiball, I saw a familiar jackpot multiplier flashing on the lower portion of the DMD. Where have I seen this before? Oh yeah! LotR! This is a Keith Johnson programmed game. While John Norris is credited as the designer (unfortunately his falling out with Stern meant this was the last table he designed) the ruleset is a Keefer. Learning how to strategically "cheat" during modes will make the more random modes flow more easily. This kind of subtlety makes the difference between a good and a great game. It is also indicative of Keith's Johnson's skill as a rule writer. So hit that center ramp and save yer cheats for when you really need to progress within the game. Finally, pay attention to the spinner on the right orbit. While it does not dole out many points, it does boost your bonus which can be huge! To keep game times sane, I'd nastify the outlanes by removing posts and rubbers. While it seems that some rules are really well flushed out (3 flavors of multiball is awesome). Some of the other objectives of the table (craps) seem unfinished or at least un-polished as far as his work is concerned (MUST CHEAT!!!). Since this was a lean time at Stern, unless mystery programmer shows up... this game will probably stay as it is. And that's a shame. This table could have really shined. While it does have it's moments, it is what it is and is a serviceable table that features a lot of multiball awesomeness. Still, If I could find one for a great price, I'd get it!
8.338/10
11 years ago
Haunted House is a game that blew me away when I first played it in 1982/1983. It is still a great playing table. It's a monster of a game in so many ways. This game and Black Hole are the best tables Gottleib produced during this era of production.

The Pros:
The total art package screams "County Fair scare ride" and the organ sounds are in line with the theme as well. Even the green score windows fit the bill perfectly. Controlling the ball on 3 levels is always a challenge.

The Cons:
Just think about this game with 3 balls on 3 playfields at once. It boggles the mind. You'd also better do all the mods and have extra parts lying about, this game needs it.

The Takeaway:
A damn fine game that will always hold a soft spot for me in my memories of growing up playing pinball. Unlike many other games of that era, it is still a great game and always a challenge to play. pinballnews.com has some information about a multiball modification to this game. The only thing this game has been missing is on the way!

Update:
I got a chance to play a really sweet copy recently and I have to admit, this game grows on me. It is not the challenge that Black Hole is (esp. coming out of the lower PF, but the strategies of staying on the upper and lower PF for game features, bonus and points is something that will always keep you occupied and playing on your toes. The shots on this table are varied and accurate shots to the center standup/downstairs are always risky, and worth it! Biggest points seem to be from working the drops downstairs while boosting your bonus multiplier. Multiball would have been BRILLIANT on this table. i'd love to try a modded out deck with this capabilities. There are so many things this deck gets right. The sound/music, the art pax, the crazy shots and the drop that takes the ball from the 3rd level PF and drops it into the inverted basement, and... 8 frikkin flippers! This game is a true player that cbe nastified to the point of being just brutal. Find one in tip-top condition if you can and play the heck out of it!

Supposedly someone has figured out how to put multiball and speech into this game. I'd love to see how it works!

Update v.2:
The miraculous has happened! I got the opportunity to play a copy of this game with multiball. It's not easy to do. Only two shots are needed, one downstairs in the saucer at the top of the inverted pf and THEN a shot to the extra ball kicker lane on the lower right hand side of the main PF. Balls being released on two levels simultaneously is always a hoot and takes the difficulty/skill level on this table up another notch. Maybe not as high as Black Hole 3 ball multiball, but it's great when it happens. Thanks to Steve Johnson for modding his table and letting me play it!

Update v.3:
I got the play the multiball modded version of this game at the VFW in Ann Arbor. This game will alphanumerically tell you how to lock the ball in the basement and then lock the ball in the extra ball "well" hole. Plunge the ball carefully, send it to the upper playfield and have 3 ball multiball on 3 levels!!! 40 years after this game was put on the street... the dream is REAL! If you have the technical skill (or can pay someone who does), DO THIS! I can't think of any other game with this capability. Thank you Shaggy!
7.708/10
11 years ago
Space Shuttle ate up lot of my quarters when I was a kid. Now I'm a better pinball player, and this action is still fast and entertaining. It still eats me alive every once in a while to let me know who's boss.

The Pros:
I think Mark Sprenger may be one of the best "unknown" pinball artists out there. The sounds work very well adding to the feeling of excitement. The Space Shuttle toy is placed perfectly and makes the ramp a joy to hit. The bright flasher behind the afterburner at the start of multiball cues you into the fact that you did something right. A brilliantly executed theme all around. This game looks, sounds and plays great! A well maintained copy of this game is fast challenging and keeps your skills on point.

The Cons:
This game seems a bit too easy now. Even playing with the Oursler tm outlanes, if the game is set up not steep enough, there is not much challenge. However, I will say that this is a captivating thing for someone who is new to pinball. These games got trashed around the bonus count on the PF. Locating one with a good PF is a real find. I believe Classic Playfield Reproductions made some new ones as well.

The Takeaway:
Easy multiball and a playfield that doesn't need a rulesheet to explain the game to you is a design worth noting. This is something that Medieval Madness did incredibly well. A damn fine game that keeps your attention at all times even now. I can see why it "saved" the industry in 1985.

Update:
This game is all about 1 thing for high scores. The spinner. Knocking down the drops by the spinner increases the spinner value AND lights the kickback on the left outlane (bonus x at the lanes also adds up, but is not as imporant). Multiball is awesome, but locks can come easy off the slings (why even shoot for those saucers when the game will give the locks to you?). Now multiball is nice, but keep that second and third ball trapped while you rip the spinner for the big points. At max spinner value... this can mean hundreds of thousands of points on a single shot with a well maintained spinner. Does it make this game any less fun? Hell no! This game is a blast no matter how you decide to play it.
6.964/10
11 years ago
Swords of Fury is another pinball game that I spend a great deal of time with at college. When I play it now... I start to see some flaws in the design.

The Pros:
The shots are varied (I can' think of any other game of this vintage with 2 horseshoe loops in it) and the upper pf plays very well for only having one flipper. Timers and well lit flashing lights to discern targets have been done very well. The audio has its own character and is very much in like with the LOTR like theme. The art package is spot on, even with the (quasi?) runes on the cabinet.

The Cons:
Multiball on the left lane, rinse and repeat... that's pretty much it. "Lionman!...Lionman!"

The Takeaway:
A good game for it's age, ruleset could be tweaked a bit... ( set it to ex- hard??) but it's still good game. If this game had a multiball qualifier within the rules, it would be a much better one. Scoring the JP on the upper pf is always an incredibly satisfying shot. I think it would be a good game in a multi-game collection or for someone who grew up playing D&D.

"Here Cum Da Guards!"

"Another bad one was Swords of Fury, we called that one Dick Swords. It was terrible."
-Steve Ritchie
8.055/10
11 years ago
Kiss the pinball and the band are 70's icons that come together perfectly in this game.

The Pros:
Kevin O'Connor's artwork is brilliant all around on this table. Jim Patla's design is understated, simple and very playable.

The Cons:
I wanna rock and roll all night and party every day in 4 bit sound... this is a rock and roll pinball right? I have to admit that I find myself singing the lyrics with the tune when I start my game, OK, it's not that bad. I know that this is what the tech at the time supported, but it seems shallow. The rest of the sounds are basic in comparison to that...

The Takeaway:
The Army will always be seeking this deck. It's a fun game and they made 17k of them, but the price will always be too high for what you get from the game for playability. If I'm paying 3k for a bally of this vintage... Give me a Paragon and a few others and I'm a happy pinhead.
3.088/10
11 years ago
Game Show is a simple game that should keep most casual players happy. It's fun and has a silly theme to it. The "APPLAUSE" topper is the best part about the game.

The Pros:
The qualification of collecting all prizes is not a bad way to get the ball around the table.There are really cool shots around this deck. I like the drop target to the gobblehole. Hitting the 1 million point shot from the ramp to the 2 million point shot from the orbits is a great combo. Collecting the prizes from the right ramp is fun. The decreasing score on the multiball jp adds to the urgency of your shots in this mode. The "APPLAUSE" topper is the best part about the game.

The Cons:
You've just won a... ugh... The humor may amuse some. I find it annoying as the teeth on the gameshow host. Qualify for an easy MB... rinse and repeat... This PF would be solid if it weren't designed around the center ramp. The rules on this game are some of the worst for this era. Absolutely awful actually. The "APPLAUSE" topper is the best part about the game.

The Takeaway:
Another game for the kids and Vanna. Serious players will look elsewhere, quickly. The "APPLAUSE" topper is the best part about the game.
3.347/10
11 years ago
Bugs Bunny's Birthday Ball is another table where Python reduced the game to 1 shot.

The Pros:
It's a Lonney Tunes pinball table! All your favorite wacky characters are there and are having a great time at Bug's B'day party.

The Cons:
The game is not nearly entertaining as Friz Freelings most mundane efforts on the screen. The whole left side of the table is a wasteland. Lots of interesting ideas that were partially executed and buried by an abyssmal rulesheet. I can't remember any other pinball game with so much white on the PF and the cab, it does not do the art package well. Considering the vintage of this game, I am amazed and appalled that Bally/Williams let this out the door.

The Takeaway:
Blow out candles... 50 million. What else is there to do? Go find another game...? yeah. Use this one for parts.
4.398/10
11 years ago
Vector is a cool concept for a game. This game looks like a really cool deck, but it does not make the cut for playability.

The Pros:
An amazing layered and colorful futuristic BG. The drop targets in front of the left ramp make things interesting. So... how fast can you get that ball up that ramp? Creative inlane/outlane design with the saucer on the right require solid nudging and anticipation skills

The Cons:
The PF does not meet the artistic merits of the BG. Maybe Greg spent all his time on the BG. Your game must be tip-top to really play as it should. Strong flippers are an absolute necessity. Even then, it becomes a single shot game. Multiball does not last long... all that work and it's gone in a moment.

The Takeaway:
The Addams Family makes an appearance on one of the plastics by the upper pf. Maybe this game was more futuristic than it lets on...
8.183/10
11 years ago
Time Machine is a game that stands on it's own very well. This is the most creative table that DE produced in a number of different ways. Ed Cebula's best game since Andromeda and until Jurassic Park.

The Pros:
The time travel theme is a light one. Victor Hugo did not design this game. A well thought out layout and artwork that shines. The BG ties the whole art package together. The sounds that change as you travel through the decades playing pinball are inspired. Sniper skill is required to hit the standups in order to shift through time. The Double ramp shots require precise shots to make it all the way up the ramps. The lighting and sounds really come together with this deck. The best "theater" that DE ever produced.

The Cons:
A bit simple in some ways. Can get monotonous.

The Takeaway:
A great game and one of DE's strongest efforts. As long as you maintain this game as you should and have good flippers, you should have a wonderful time playing this deck. But it is what it is... DE from 1988. Consider the B/W competition at the time. Taxi, Jokerz, Cyclone, Swords of Fury. Other than maybe Banzai Run... B/W did nothing to blow this game out of the water. In fact, I'd say it's better than at least a few of the above mentioned games. C'mon, this game has bongos in outer space featured on the BG... what bad could come out of a game like that? I don't say this often, but... Well done Data East!

Update:
This is an excellent example of the last remnants of "simple, but never easy" mindset from the EM/early SS school of pinball rulesets. No, it's not really that simple, but yes, it's much simpler than most games coming out 1988 or later. An interesting place in pinball and an interesting theme that represents the cusp of SS/DMD technology. Hit the ramp over and over and collect yer' millions. Light your double PF score when you really need it. However the Time Warp for millions is unbalancing enough to make this deck a one shot game.

DE's equivalent of Elvira and the Party Monsters.
8.860/10
11 years ago
Monopoly was the first Stern game designed by Pat Lawlor. This table is varied, creative and implements the entire theme incredibly well.

The Pros:
The theme is king here. John Youssi did a great illustration for the BG as well as the rest of the game. The colors are vibrant and you get the feel of a board game with the interactive PF inserts/lights as well as the BG. Rules are straightforward and incorporate the pf lights into the "board" of the game. The look reminds me of Safecracker in all the right ways.

The Cons:
The railroad ramp... I just don't like short ramps 1/3 of the way up the pf... wouldn't you know... it still works pretty well.

The Takeaway:
A great "simpler" game from PLD. The game is fun and even when going through the wz mode a few times in a game, it does not get boring. Sets the standard for post-williams PLD designs. A cool table and an entertaining game for players and kids of any age.
5.293/10
11 years ago
Batman Forever is a Sega game that game as close as Sega would come to Bally Williams games. It's a good game with lots of interesting shots, but still... not quite there, in a big way.

The Pros:
The PF is well designed with many varied shots and modes to complete. The green ramps stand out, but never get in the way of view of the pf.

The Cons:
The table has to be tip top mechanically or... it just does not play well. This goes for weak flippers, VUK's and anything powered by a solenoid. The mega screen is a cool looking display, buy extra DMDs now if you own this game... Software needs another few versions of refinement. Guys... playtesting?

The Takeaway:
Even with good design and stealing some of william's best ideas for pf toys, this game lacks the mechanical reliability and the excellent programming rule sets that pinheads have come to expect with B/W games. I give SEGA an "A for effort", but this game needs help from the mystery programmer and then some.

Update:
After years of searching, I finally found a copy where the fleepers could make all the shots. The game STILL needed tuning with the ball kicker not activating properly (dumping the ball between the flippers with no saver) the batwing gun not loading properly.

I didn't know about the matching of the coins to start the wiz mode, but I have to say that when this game is up and running as it should be... wow. Some may call it a poor imitation of ST:TnG, which it borrows from heavily with the layout, but that is a good thing. The not so hot thing... rules. C-A-V-E in particular is a luck bounce or two off the sling, and it isn't worth that much. Also very much like ST:Tng in the sense that you can afford to time out most modes. The video mode is awesome with the avoid/hit target design. I like Safe Trap because you can flow all 4 shots, but the coin and cave modes are WAY too low on the risk/reward scale to be taken seriously.

The animations on this table are better than most stern games today. The Multibawlz... Multibawlz... Multibawlz... intro to Multibawlz is strangely toy like as compared to the grand feel of the rest of the sound design. I like the game, would like more mileage on it, but it is definitely a step down from the quality and talent of the B/W team of the day.

This game is the pretty, yet not too smart girlfriend that requires quite a bit of maintenance. I'm not sure she's worth it. Scores adjusted accordingly.
8.021/10
11 years ago
Captain Fantastic looks... FANTASSTIC. The game play is well... shallow... for an EM. This game holds a place in many minds and gamerooms in terms of pinball culture, but I don't think it will ever be in my own stable. I may buy a repro BG (no stars of course) and hang it on the wall.

The Pros:
There is so much to pay attention to on this game, besides the ball. The trap shot with the upper right flipper dropping the ball into the extra ball lane is a challenging skill to master. Mad Dog Christensen is THE MAN! Extra Un-PC don't give a f@$k bonus points for sneaking Hitler into the crowd in the lower right hand corner of the BG. Dave was Righteous AND Politically Incorrect years before Bill Maher had his show. The upper right hand backside of the flipper catch dropping it to the lit inlane for an extra ball takes true high level pin-fu skills.

The Cons:
Four flippers and so little to shoot at. Hit the drop targets a few orbit shots to 15k and then... get the A/B lanes and then... um...

The Takeaway:
A great looking game that in many ways (along with Wizard) started the "Great Bally Era". If you like playing it, wonderful. I like playing it, but I get bored quickly with the depth of play.

Update:
Alright, Double bonus with 15k on the bonus ladder and the game goes limp. However, this game takes you to 1976 like few others will. This game was everywhere when it was released and many people seem have an emotional "good time" bond with this deck. I do enjoy playing this game, but I also would not want it in a single game or a small collection. I get bored with this deck quickly.

Update v.2:
There is a great deal of difference between copy to copy of this game. I find that when this game is maintained and tuned well, it plays more than quite nicely. When not give then love it needs and deserves... well, the game starts to do some strange things. It either becomes incredibly easy or punishingly difficult. Finding balance and challenge is what a good owner/operator does. So if your game isn't giving you what you need from it... maybe it needs some love, a new set of rubbers, wax and adjustments to the slings, outlanes and tilt. Don't give up on this beauty, it's a player!
9.094/10
11 years ago
This is from my rating of Super-Flite, the only difference is 2 vs. 4 player versions of the bg/ scoring. Strago/Super-Flite is a game that surprised me. I had seen this game before and thought... what a boring design. Wide open pf, standup shots and a newly waxed pf offer one of the fastest games for it's time.

The Pros:
This game is FAST. The ball screams across the pf. Getting the A-B-C-D stars lit offers different levels of rewards in any sequence. The artwork is spot on. Thank you Christian Marche. The deltawing jet on the BG is perfect for this theme. B and C bank targets near the middle of the top saucer require banked shots aimed off of the sides of the pf!

The Cons:
Drop targets would have been cooler! Still this may be a case of the "firepower factor" where drops would be cool, but maybe not. Sometimes the game will reward the player for flailing, but true players will be able to stall the ball and aim for needed targets.

The Takeaway:
If you can find one in good shape, get it in your game room.

Update:
I found a great copy of Super-Flite in a man's basement who had owned it since 1979. I took it home, worked on it and waxed it up. The priority from the top of the center light which opens up the lower right hand gate. 5k + an extra ball is crucial on this table. Getting 2 out of the ABCD stars lit is massive as it lights 3x bonus AND the extra ball. Not much of a reason to complete the other 2 banks of 3 standups as it only lights the special standup in the center and if you are playing that well, you probably have earned a credit or three already. This game has a right sling, left sling right outlane combo that is your pinball death knell. Beware! The 15 standups on this game mean this deck never slows down. What I'm saying is that the ball moves so fast on this deck, I lost it in my field of vision. What?!? why is that ball in the outlane? The only games that have ever done that to me in my collection are my WPT and my Shadow. Both of those games are wicked fast and well known to be challenging. Well this EM table is the only analog deck that I know of that can do that as well. 5 ball games usually last less than a minute. Righteous!

Update v2:
I brought this deck to the Pinball Showdown and put it into the EM tourney bank. Between this and Surf Champ, this was the game that more players cursed out. One of the things that they spoke about was the "randomness of the game". I gave this a bit of thought and I have to agree with it. The design is a dangerous one and as soon as the ball is out of control, it is really out of control. Once you shoot for a target, then it is a matter of reaching for it and grasping for control again. Rinse and repeat. One thing that I really learned about this game is that it is all about making the most of your shots and after the ball is off the flipper, you must resign to the fact that the pinball universe will do what it will. All that you can do is, the best with what you are given. That's it. Super-Flite is the ultimate pinball life's lesson.

Play on!
9.190/10
11 years ago
Super-Flite is a game that surprised me. I had seen this game before and thought... what a boring design. Wide open pf, standup shots and a newly waxed pf offer one of the fastest games for it's time.

The Pros:
This game is FAST. The ball screams across the pf. Getting the A-B-C-D stars lit offers different levels of rewards in any sequence. The artwork is spot on. Thank you Christian Marche. The deltawing jet on the BG is perfect for this theme. B and C bank targets near the middle of the top saucer require banked shots aimed off of the sides of the pf!

The Cons:
Drop targets would have been cooler! Still this may be a case of the "firepower factor" where drops would be cool, but maybe not. Sometimes the game will reward the player for flailing, but true players will be able to stall the ball and aim for needed targets.

The Takeaway:
If you can find one in good shape, get it in your game room.

Update:
I found a great copy of this deck in a man's basement who had owned it since 1979. I took it home, worked on it and waxed it up. The priority from the top of the center light which opens up the lower right hand gate. 5k + an extra ball is crucial on this table. Getting 2 out of the ABCD stars lit is massive as it lights 3x bonus AND the extra ball. Not much of a reason to complete the other 2 banks of 3 standups as it only lights the special standup in the center and if you are playing that well, you probably have earned a credit or three already. This game has a right sling, left sling right outlane combo that is your pinball death knell. Beware! The 15 standups on this game mean this deck never slows down. What I'm saying is that the ball moves so fast on this deck, I lost it in my field of vision. What?!? why is that ball in the outlane? The only games that have ever done that to me in my collection are my WPT and my Shadow. Both of those games are wicked fast and well known to be challenging. Well this EM table is the only analog deck that I know of that can do that as well. 5 ball games usually last less than a minute. Righteous!

Update v2:
I brought this deck to the Pinball Showdown and put it into the EM tourney bank. Between this and Surf Champ, this was the game that more players cursed out. One of the things that they spoke about was the "randomness of the game". I gave this a bit of thought and I have to agree with it. The design is a dangerous one and as soon as the ball is out of control, it is really out of control. Once you shoot for a target, then it is a matter of reaching for it and grasping for control again. Rinse and repeat. One thing that I really learned about this game is that it is all about making the most of your shots and after the ball is off the flipper, you must resign to the fact that the pinball universe will do what it will. All that you can do is, the best with what you are given. That's it. Super-Flite is the ultimate pinball life's lesson.

Play on!
6.412/10
11 years ago
Centigrade 37 is a game that is a combination / culmination of Gottleib design in the 1970's. Only Atlantis may be better for this vintage of EM.

The Pros:
Cool shots and artwork. Get it into the saucer and down into the ladder and keep on going. Getting the ball up to the A/B/C targets is always a challenge. The layout on this table is super solid. I thought the upper left hand side of the PF was barren until I realized it was set up this way to get the ball back to the upper arch and into the top lanes. The Morrison art pax is incredibly detailed and vibrant.

The Cons:
The drop targets become a negligible shot after dropped once. Even with the canyon spacer between the flippers, this game is too easy. The only way to effectively score the "D" is to luck it in from the top of the lane. Maybe I need to find a better playing copy of this game? A relatively low production number means that pin-collectors will go ga-ga for it and shoot the price through the roof. This is a good game, but by no means an EM "grail".

The Takeaway:
A good game and a great example of 1970's Gottleib playfield design at it's strongest. Unfortunately, the rules fall way short (hence the short production run?). I wish the rules were better as this game should be as much of a player as it is a looker. The design credit on this game goes to Allen Edwall. I think he has been watching Master K do his thing... Hey, you might as well learn from the best.

Finally, I just want to know... is the girl on the right of the BG (you know... the one with scoliosis), the daughter of Frankenstein bringing the other girl to life? Or is she simply cooking the girl in the tube for dinner?

Update v.1: Got to play a copy with a powerball in it. Made the game a much better player.
6.342/10
11 years ago
Junk Yard is another game that could have and should have been great. This game suffers from rules that can be exploited for insanely high scores with no risk.

The Pros:
A cool playfield and no orbits. Barry Oursler tm outlanes make you keep that ball in control! The wrecking ball is one of the coolest toys to grace a pinball game.

The Cons:
All the best design, layout and artwork can't keep this game from being a stinker when it comes to software and playtesting. If this game had a video mode auto adjuster on it... the rest of the game would play much better. The whole quest idea is a good one, but makes for rather predictable and linear play. Unfortunately this makes all the quotes and progression through the game can be a bore. That is if you choose not to work the video mode point exploit.


The Takeaway:
A good game for the kids... When you want to have a talk with your shoulder angel/devil on your pinball game. Here it is.

Sidenote:
My understanding is that Barry Oursler was let go from Williams as he only had 2 10k+ selling games throught his career, But Barry consistently made some of the most memorable and classic pinball games (with some of the nastiest outlanes) ever created:

Gorgar - The first talking pinball game.
Pin-bot and it's younger siblings The Bride of Pin-bot and Jack-bot.
The roller coaster trio of Comet, Cyclone and Hurricane. Dr. Who, Bram Stoker's Dracula
Jungle Lord and Solar Fire (2 of the fantastic foursome from Williams) and lesser known gems like Barracora, Cosmic Gunfight, Defender, Joust and the criminally underrated Time Warp. And lest we forget, the game that many credit with saving pinball at Williams after the great video game crash of 83-84, the incomparable Space Shuttle. Barry's production exceeded over 100,000 copies of his designs were produced over an 18 year pinball design career.

Maximum respect to the humble pin-fu master. Thank you Barry Oursler. My life is better for the work that you quietly created.

Update:
I really enjoy knocking the wrecking ball out of the way and then shooting the other ball into the frustratingly deceptive center jackpot lane at the top of the PF. Even just hitting the car targets at the top of the arch (that look like the rear ends of cars) is a hoot. And watching the pinball drain down the toilet always gets my inner child laughing. This game oozes character and tells a story like few others. Even with the hippy bus. Junkyard is a fun game, not a great strategy game. If you are in tourney mode, points is points is points. But you know what... sometimes that isn't what it's about. How about just playing pinball for fun. Imagine that!

Scores updated accordingly.
3.162/10
11 years ago
Time Line was a game that played a few times and was not that impressed by it. It looked like it should have played better, but it did'nt do it for me.

The Pros:
Interesting PF with lots of drop targets and a Gottleib layout. The game has interesting features/ rules. The lane at the top of the PF is a REALLY tough shot. Tic-Tac-Toe is a cool bonus implementation.

The Cons:
What is going on with the BG???? The PF art is way cooler, especially in the mini atomic PF! The mini pf (integrated into bonus and play) is a cool idea, but it just does not seem to work that well and just takes up space. The best way to describe this game is... "meh".

The Takeaway:
I'm willing to give it another try (with a steeper pf maybe), but I'm not sure that this game will ever shine.
7.282/10
11 years ago
Wheel of Fortune is a game that I was never excited about... until I played it. Congratulations to Nordman and Co. for a game that exceeded expectations bigtime. I love it when that happens.

The Pros:
A flipper layout from the 60's implemented with advanced technology. It works and makes you nudge like a pinball player should. With the flipper spaced differently, aiming the ball takes a new level of skill in the aiming department. You thought the inline drops on HGTR's and Paragon were tricky with double flippers, try it with this layout. Backhand shots are king on this table. Toughest skill shot ever!

The Cons:
This game takes some getting used to. Fortunately, the software in the outlanes will compensate for this and give the novice an extra ball or two if needed. Will this software EVER be completed? Who EVER thought this would be a good theme for a pinball game? Aunt Gussie? The Art Package on this game is uninspiring, but then again, this is Wheel of Fortune. Wizard mode anyone? Multiball qualification can be more luck than skill. All those little standups with the green inserts... danngerous or just random bounces?

The Takeaway:
This is a really cool game. When you see it, play it, it's a hoot.

Update:
This game is becoming a favorite with compeititve players for good reason. It's a challenging and difficult game to get a hold of in an Iron Man kind of way. The rules are not obvious. I know the S/W is unfinished, but this game is one that you really need to get to know to make it sing. I really don't care for the theme, the artwork or the voices. But then again, I am not a wheel of fortune fan in the least. Here's the good news... this deck is a total skills table and defies what most people describe as a DMD game. Even better, this game has that "one more game" quality down when it is properly maintained. There are a few players who "specialize" in this game so that if the opportunity arises at a tourney... they go to it with confidence knowing that most DMD tourney players stay away from this title. Please note that my rating is low on this game due to the artwork and sound pax for this table, my playable scores are high, and with good reason. Another criminally unknown table from the mind of the righteous Dennis Nordman!
2.410/10
11 years ago
Scorpion is one of those games that has all the requirements to make a great table... and it falls short.

The Pros:
Lots to shoot for, the spinner at the upper left of the PF is shot through the second set of flippers. Dual Bonus is nicely done.

The Cons:
How can a game with this much potential and real estate be such a bore? This deck feels like 3 separate PF's that have border guards to get you from one country to the next. Even multiball is a snore on this table?

The Takeaway:
Barry Oursler's worst design by a mile = Poot!
6.973/10
11 years ago
Time Warp gets a bad rap and the game deserves better. Here's why...

The Pros:
The game plays very quickly. Bonus and the right lane to the target at the top of the PF are key to scoring well on this deck. Especially with banana flippers, this is not an easy shot to make. Drop targets are well placed and when was the last time you saw a game of this vintage with 5 pop-bumpers. Give this game a new set of white rubber and a coat of wax. Action, action, action! The upper left saucer has great rewards that are timed... the lanes light the special, what do you go for?

The Cons:
Many of these games are beat up. It's hard to find one in good condition. Suffers from sticky drop targets at times. BG's seem to flake quite a bit.

The Takeaway:
Whether you like traditional flippers or the banana flippers to test your skills, this game when properly maintained, is a blast to play. Oursler outlanes (tm) keep you nudging and the angle of the drop targets keep that ball bouncing side to side. Backhand shots work best for these 8 targets. The Artwork may seem cluttered, but it works with the theme quite well. An underestimated table for sure. With nearly 9000 made you can grab one for a good price and play it every day!
5.123/10
11 years ago
Hurriccane caught my eye the first time I played it. The game is bright, colorful and completes the rollercoaster trilogy. In my opinion, it is the worst of the 3 games as it suffers from a ruleset that could be SOOOOO much better.

The Pros:
The game looks great and the spinning rollercoaster on the BG draws you in. You'd better play like you mean it, or your PALACE letters will get stolen. The hurricane looping ramp is a cool piece of plastic.

The Cons:
Yet another 1 shot game from Barry and Python... ugh. Hurricane ramp over and over and over and over and... zzzzzz. Bad Cats and The Bride of Pinbot got busy one night... and this is their red headed step child. Unfortunately, the 1 shot ruleset will always mean that this game is not a serious one for players. Dots on this game look like they are on or off with no shades in the animations. GI/T2 were the first williams dmd games and the dots looked much better than on this deck. A double ferris wheel is twice as crummy as the one on Cyclone.

The Takeaway:
One more for the kiddies. Otherwise it is a ramp rape fest.
5.454/10
11 years ago
Motordome has a few interesting things going for it. However it is a 1 trick pony. I usually loathe games like this, but this is a heck of a 1 trick pony.

The Pros:
You get to choose your difficulty level at the start of the game. Pretty cool, but the rules are pretty much the same and the scores are what is affected. I do believe that this changes the way the gates in the outlanes work as well, but I'm not positive. The ramps on this game are INSANE! The colors and the art package on this game are vibrant, contrasted with the standard Bally cabinet of the time... And to the focus of the game: The Turbo Booster Station shot is one of the most intimidating in all of pinball design. Do you have the skills and balls of steel?

The Cons:
After the Turbo Booster, what is there? The lower pf is crowded to the point of being claustrophobic. Don't crack your plastic ramp, I'm serious.

The Takeaway:
Take care of this game for it to perform as it should... For a 1 shot game, this is a really tough shot and very rewarding. If you can get by with the rest, go for it.
4.139/10
11 years ago
Voltan is the product of Dave Christensen doing an AMAZINGLY FANTASTIC job with a bland and boring playfield deisgned by George Christian.

The Good:
The Art. Take a look at Gene Cunningham's book for the bare breasted babe in the proto artwork for the BG. The printers that laid out BG's for Bally printed more BG's than games were made because it was that cool.

The Bad:
A bland sounding and playing table. Standard issue Bally play, but completely lackluster rules and action. Note, this game was made just after Dolly Parton and Eight Ball. Talk about hit and miss designs.

The Takeaway:
Grab an extra BG for your wall and if you can find a PF... get one of those too...for the artwork. Otherwise, this is a parts game.
7.966/10
11 years ago
Aquarius is an interesting table with an unusual theme for pinball.

The Pros:
Great skill shots from the top. Targets all along the lower part of the pf require good nudging skills. The art work has a "Classic Greek" feel to it. Solid action in the pops. The travelling special around the PF means that you have to work the PF all over from the start to the finish of the game.

The Cons:
The space between the itty bitty flippers. Solenoid coils must be able to get the ball to reach the top of the PF.

The Takeaway: A solid game from Gottleib. Me likey...

Update:
This game has to be tuned just right, but when it is... it is a great playing deck. The biggest trick is the nudging/tilt balance for skillful gameplay. When done correctly, the lanes at the top are more available for choice, the outlanes are more savable and the deck still will tilt you out if you go full cro-mag on it. Strong flippers are a must if you ever hope to get the ball back to the top, but getting the ball into the bumper garden is a great way to make sure that you can sink as many saucers as you possibly can to light the PF special. If you have to, consider making the table less steep to get the ball moving up the PF faster! The two right most saucers are the most important as they also light the 11 and 12 targets that can otherwise only be accessed by the outlanes. So spend some time tuning the gameplay on this deck and see what Master K had in mind. If you get it right, this game is a real challenge that is always just a shot or two away from your grasp!

F#*$'n hippies...
9.711/10
11 years ago
Atlantis is one of the best EM pinball games I have ever played. Atlantis is one of the best pinball games I have ever played.

The Pros:
The same pf as lawman, but with updated rules and a single player game. This game is all about how well you play with the balls you are given. No extra balls or outlane gates here. Hitting 2 trgets at once scores 5k, which is a good bit of an awarded score for this table. Chasing the 1-9 standups/ rollovers require that you move that ball all over the PF. Make sure to hit the lit standup/ rollover for #5! The art package is not over done, but is just right for the theme. This game is the epitome of that "One more game" quality that will separate you from your hard earned quarters!

The Cons:
That open ended inlane by the right flipper keeps on getting the best of me... I know it 's there. I just can't stay away from it sometimes. The lefthand lanes are no joke either. Must focus on pinball control skills! I missed the chance to own one in 2010... will continue the hunt until I have one in the stable!

The Takeaway:
A damn fine pinball game in nearly every electro-mechanical way. Great artwork, table design and a few subtle changes to the rules from it's previous incarnation make this table a keeper. These changes made up for the multi-player sickness that plagued some of Gottlieb's most righteous layouts. Playing this game and then going back to Lawman/ Sheriff is simply not an option. In the multiplayer designs (Same for El Dorado and it's multiplayer versions) of this table, you hit that last drop target and it STAYS DOWN! Psssssssssssssshhh... you can hear the air escaping the tires on what should have kept on being a fantastic game. Gameplay immediately drops off the side of the earth. FEEL THE PIN_PAIN!

Now Ed Krynski designed Lawman/ Sheriff which in themselves, are really great tables. But wouldn't you know it... Brenner did the unthinkable, he improved on the work of Master K!

Update:
Game acquired! My EM grail quest is complete! I don't know of ANY other game that requires you to aim "between" two targets to maximize your scores. Time to brush up on my pin-fu!

Update v2:
This game never gives up! You can have the game of your life on this table and then... your next game gives you the Camel Clutch ala The Iron Sheik and MAKES YOU HUMBLE!
8.757/10
11 years ago
Mata Hari is another example of Dave Christensen's incredible visions for pinball. Jim Patla and team did a good job of bringing a straightforward and seemingly simple game a challenge.

The Pros:
The Art package. When this game has strong flippers and is waxed, it is deadly fast and requires your full attention at all times. Backhand shots are as valuable as regular ones with the drop targets.

The Cons:
The game can be a bit too simple sometimes.

The Takeaway:
Many of these games were left to disrepair and play like they are crippled or have that dead feeling when played. Get a fresh set of rubbers and tune up your flippers and get ready for a fast and exciting game.
8.757/10
11 years ago
Mata Hari is another example of Dave Christensen's incredible visions for pinball. Jim Patla and team did a good job of bringing a straightforward and seemingly simple game a challenge.

The Pros:
The Art package. When this game has strong flippers and is waxed, it is deadly fast and requires your full attention at all times. Backhand shots are as valuable as regular ones with the drop targets.

The Cons:
The game can be a bit too simple sometimes.

The Takeaway:
Many of these games were left to disrepair and play like they are crippled or have that dead feeling when played. Get a fresh set of rubbers and tune up your flippers and get ready for a fast and exciting game.
8.078/10
11 years ago
I finally got a chance to play Strange World this weekend, I liked playing it.

The Pros:
Surreal artwork and an unusual playfield draw you in. The whtie 4 to the yellow 2 is a satisfying skillshot. The yellow 4 and the special saucer are difficult shots to complete.

The Cons:
Rules are too simple AND easy. Once all the 5k targets are lit... the game rolls like a barrel down a steep hill. Why not 2k instead of 5k for each lit shot? A gottleib game made in 1978 with NO drop targets, really?

The Takeaway:
An interesting and different game. It's fun, but becomes a novelty quickly.

Update:
The more I stare at this deck, the more I appreciate Gordon Morrison. I recently played a copy that had been tuned by a competitive player. HUGE DIFFERENCE!. The 60's angled lower slings, the upper slings to the pops (great ation) as well as the difficult standup shots to complete were challenging and always putting the ball out of control. Trapping the ball was never a consistent option, so drop catches and reflexive skills were put to the test. The green 4 can be seen as a skill shot, but the white 4 falling into the yellow 2 is a more valuable shot. The green 4 can be scored from the top of the pops pretty easily. Double rolling the yellow 2 lit for 5k is the table's most valuable shot. Tighten the tilt, wax this deck and (with proper tuning/setup) the challenge will become apparent to even the most seasoned EM player.
7.045/10
11 years ago
Cosmic Gunfight is another game I got to play a few games on this weekend and I have to ask, why weren't more copies of this game made?

The Pros:
Skill is required on all shots and I have to say... they are all over the PF. The 3 sets of drop targets that need to be hit in sequence from one side to the next are well thought out. I don't remember a timer on these shots, but that would make it even better. The standup targets on the left need you to use the left flipper button to toggle the rows, it also lane changes the left lanes at the top of the PF. The right flipper changes the lanes on the top right of the PF... very nice. I got confused a few times and missed my lane change because I used the wrong flipper to change the lane at the top of te game. The lock lane and the lane to the upper right rollovers are narrow requiring precision shots. When this game is tuned with new rubbers, active pops and a waxed pf... wow.

The Cons:
Hard to find due to rarity.

The Takeaway:
This may be my new favorite single level Oursler table up there with the likes of Barracorra and Defender. A true skills playing game. It's amazing that all of this game fits into a single level PF. Some people do some people do not like the artwork. All I know is that I'd like to ride one of those horses...

Update V1:
After a bit of time with this game it comes down to the right orbit shot. Points for completing the 3 rollovers at the top and Points at the orbit shots themselves. The big whammy is the 2x PF after 6 shots. Once you have that, everything else on the PF is doubled for the rest of the ball as far as I can tell. If it was for 15-20 seconds, that may be a different matter (does someone who owns this game know if there is an adjustment for this?). Unfortunately what this really means is that an awesome design can be broken down to 1 shot. The funny thing is that the gameplay on the lower PF with all the sequential drops and the A-B-C arrow standups are now relegated to a secondary and tertiary scoring strategies. Gameplay and longevity scores are reduced accordingly. This is a damn shame, because the rest of this game is a winner.

CALLING MYSTERY PROGRAMMER!!!
7.969/10
11 years ago
Prates of the Carribean is a good game from Norman and team. They have captured the feel of the movie series (and even the ride at the parks) very nicely.

The Pros:
Great theme and toys to compliment it. Dancing pirates on the DMD make me want to do a jig. The Kraken toy is fantastic. I like it even better than MM's castle because you actually interact with it on the PF. The game has a fan layout, but does not feel like it due to the shortness of many shots, creative placement of the Tortuga, Chest, Jack the Monkey (Best name for a shot ever!) and orbit paths and feeds to different parts of the PF. The Super skill shot requires SUPER SKILL.

The Cons:
The rules at higher levels get tedious and monotonous. The wizard modes on this game are incredibly tough. Four winds is something most players will never reach and the Gauntlet is so difficult that most mere mortals will never complete it, much less see it.

The Takeaway:
If anyone complains about this game being too easy... they have obviously NEVER ran the gauntlet. Yo-ho, Yo-ho a pinball game for me...

Update:
This game is about multiball stackability for hyooj scores. If you can get tortuga and HEART multiball going, get a few balls to boost the playfield multiplier and THEN start hitting shots and the chest. WOW. You can easily boost your score by 100 mil. when it is up and running. Go for the ship as well to get an Add-a-ball during multiball maddess and make even more points! Does that mean that you want to go for four winds? Yeah, but you definitely want to focus on your multiball stacks as it is much easier to get to and you can do it many times before you only have to defeat Davey Jones and Jack the Monkey. Actually Jack the Monkey isn't hard to get. I just wanted to say Jack the Monkey again. After having been to four winds a few times... I can't even FATHOM what it would be like to play for The Gauntlet. And from what I know about it, each shot to the Tortuga spinner awards you ONE Gauntlet point. I talked to a great player who owned this table and he told me he was never so damn excited in his life to score double digits on an pinball game. The playfield is cut in half. Similar to a layout like Creech where if you do not get the shot made spot on... it is coming right back to you at high ricochet speed. This table is a great skills game. Play on playas!

update v.2
Stacking all 3 multiballs is a real treat! and while four winds multiball is great, it really is about defeating davy jones. the rest of the arrows on the compass will come to you as you play the game without really having to focus on them. While rarely seen the gauntlet is a great wizard mode that features a different kind of scoring system. yes you get points, but the gauntlet points harken back to the days of EM sports games with a second kind of a scoring system. This wizard mode has you shoot every shot on the table as it progresses. Yes... every shot. Very well done. It's so good that I wish that the mode was integrated into gameplay in a more frequently seen and played manner. Learning to set up multi-multiballs is how to tourney this game out. Go for the ship in another multiball only. that shot is dangerous and does not feed consistently from the release. This game may seem simple to some, but it really is a better player than many give it credit for.
7.545/10
11 years ago
Volcano is an unusual design in many ways. For the most part it works, but IMHO, this game would probably be better off in a larger collection or for someone who loves this vintage of Gottleib games.

The Pros:
An incredible skillshot with an oscillating launch and alternatingly lit drop targets that requires TRUE SKILL. The multiball ramp requires a powerful precision shot with timing to make the needed gobble hole. Hot lava shooting out of the volcano in the BG looks great. Left orbit to the upper flipper to shoot the drop targets is always a satisfying shot. Multiball on this game is a blast.

The Cons:
Sometimes I wonder of the upper two pop bumpers are an afterthought. For all of this game's features, it feels very strange.

The Takeaway: Caveman like pinball! I had a friend who would always taunt the game in a gorfian voice... When the deck said: Lava Rising... Mike would say: Rubberizing!
9.060/10
11 years ago
Grand Prix is a great Williams EM player. If I'd desribe it in one word, it would be... FUN!

The Pros:
Spinners are way sweet! That's pretty much the game, but with the switches toggling the saucer holes, collecting the big scores is not always easy. With a fresh coat of wax, new rubbers and snappy flippers, this game feels like it's right at home with the racing theme. The only thing that sounds better than ripping the spinner and hearing the chimes ring off in machine-gun fashion is collecting your bonus on the lit saucer. Righteous! Curse those missing inlane barriers for making me look silly... I forget how many times.

The Cons:
Strange drop targets are on this deck... and there are only 4 of them. Standups would have made the game faster. Or banks of drops instead... Oh well.

The Takeaway:
Simple, fast and not always easy. Having one bonus ladder on 5k and the other on 50k, makes you pay attention to your shots and your flipper passes. Don't let that ball get too far up the inlanes! Build and collect your bonus. It never gets old. The game's speed lives up to the theme. One of Kordek's best.

Update:
This game epitomizes the "One more game" quality that any game designer is looking to create. If I'd change one thing about the deck it would be the spinner stepper advance (Elwin mod) to make the spinner less valuable and regulate scores a bit.
8.784/10
11 years ago
Cyclone is the best of the 3 Rollercoaster themed tables. Oursler and Python did a great job with this pin and when cared for and adjusted correctly, is a real challenge.

The Pros:
Cool shots and action that makes sure that your ball control skills are on point. Oursler tm outlanes are deadly. The Skillshot is great and makes a big difference in your game's score. Both the Million shot and the JP are rewarding and satisfying. With rules set to having to hit the ducks and the cats to light the respective lamps before you get to the next big payoff shots, it's a real challenge now. Bonus kickout makes you think carefully, is making that shot really worth it? This game sounds great and the barker taunting the player is perfectly in line with the theme of this deck. Double scoring and the million shot. It can be done... do you have the skills? The artwork is in line with the theme of the game. It looks like you are walking along the fairway of the park that you are playing the game within. That damn clown is laughing at you when the ball drains. I'm not usually a Reagan fan, but Nancy is perfect with her red shirt saying no to drugs and Ol' Ronnie never looked so happy while he lost his mind on the rollercoaster.

The Cons:
This game has to be leveled, steep enough, maintained AND have the rules set at the right difficulty for play to shine. But when it does... oh, boy! The ferris wheel can make you curse when it loses the ball inside itself. The feed from the ferris wheel always seems to take forever. The JP can take a while to build up... Spook house is a death shot with minimal reward potential. I seem to get the "Zilch" reward every other time I go into it anyways.

The Takeaway:
Despite it's drawbacks and tempermental mechanical nature, this is one of the best games to come from this team. This table is a classic 80's pinball game in a dozen different ways. Multiball would have been nice, but at the same time, the way this pf works... I think that a monoball game is just fine with this deck. Make sure to set your rules up correctly for a real challenge from your menu options. A few tweaks here and there and the game play balances the way it should to your preferences.

Taking a trip down memory lane... "Hey you... with the face!" The first time I heard this I remember thinking to myself: "Hey, I've got a face..."
9.070/10
11 years ago
Pyramid is a great deck from the great Ed Krynski.

The Pros:
A simple but never easy PF and ruleset. Risk/reward at the lower drops is always on your mind, even when that 5k target is lit. Orbit shots to the top of the Pf are tight and when the action off the pops is hot, the ball can really start flying. The saucers are necessary shots and are never easy to land. Get that double bonus!

The Cons:
Those outlanes are vicious, curse them to pin-hell!

The Takeaway:
A great table to represent what pinball was at the time. Another example of a game that when set up and maintained properly, will sing. When not, it gets boring When properly cared for, tis deck plays like a champ and is an awesome example of efficient and fun pinball design that we know and love from he one and only Master K!
9.070/10
11 years ago
Pyramid is a great deck from the great Ed Krynski.

The Pros:
A simple but never easy PF and ruleset. Risk/reward at the lower drops is always on your mind, even when that 5k target is lit. Orbit shots to the top of the Pf are tight and when the action off the pops is hot, the ball can really start flying. The saucers are necessary shots and are never easy to land. Get that double bonus!

The Cons:
Those outlanes are vicious, curse them to pin-hell!

The Takeaway:
A great table to represent what pinball was at the time. Another example of a game that when set up and maintained properly, will sing. When not, it gets boring When properly cared for, tis deck plays like a champ and is an awesome example of efficient and fun pinball design that we know and love from he one and only Master K!
8.096/10
11 years ago
Old Chicago is a Kmeic table that was fortunate enough to have Dave Christensen create the artwork for it.

The Pros:
Mad Dog is the man! A damn fine art package for a straight forward game. Flipper arrangement means that your control time on the flippers themselves is limted. Pops being so close to flippers and outlanes means that it can be very random and out of control with ball movement. The upper right saucer has determined more than a few games on this table for me, don't neglect it.

The Cons:
Spinner and center saucer... That's pretty much it.

The Takeaway:
A great game to look at. Can be fun to play, but it had better have pinball neighbors in the gameroom to keep it company. Simple, but rarely easy. A much better control/reflex game than many people give it credit for. And it has breasstesssesssss of righteous proportions on the BG!

Update:
I recently played a super dialed version of this game at the Louisville Turkey Fest in Colorado that was tuned, waxed, and set to sneeze sensitivity with the pops. I heard more players curse this table as it was so utterly difficult to control. Just like any game, if it is properly cared for and maintained, it is a challenge. So, if your game is too easy, chances are your maintenance is slack on this deck.
5.225/10
11 years ago
Transporter to the rescue is a game that should be more than it is. It's a novelty that deserves to be more with a better ruleset.

The Pros:
Creative pf and an insane art package.

The Cons:
The flippers had better be super strong and the transporter shot is really all you are going for. The spaceship takes up half of the upper PF. Seriously unbalanced scoring.

The Takeaway:
An interesting game if you can find it. Play it a few times and... then you can say you played it.
4.437/10
11 years ago
Old Coney Island just doesn't play that well. I went to a collection where it was sitting next to Andromeda and there were many similarities between the designs, but the gameplay was night and day with OCI on the losing end. I will say that this is the only OCI that I have played, but so far... I am not impressed.

The Pros:
Good layout with tough shots on the left hand side of the PF.

The Cons:
Who puts their family album on the BG with Jimmy Walker? Play action is slower than Andromeda and the rules are not so hot with the saucer making bonus X a cakewalk. Scary clown in the pop bumpers.

The Takeaway:
Get OCI's big sister Andromeda and don't look back.
4.232/10
11 years ago
Orbitor 1 from what I understand, is the game that broke Stern's back. This was a big chance to take on all sorts of new things in a pinball game. The gamble did not pay off.

The Pros:
You will never ever play another pinball game like Orbitor 1. The 3d vaccuum formed BG is a great effect. Spinning bumpers are great in adding a randoom factor to the balls trajectory. Watching the ball "orbit" around my flippers and drain is the most fun I have ever had losing a pinball in a game.

The Cons:
The novelty wears off quickly.

The Takeaway:
This game deserves a place in a collector's home who appreciates the unusual nature and place in pinball history that this game holds. I give the novelty rating high marks for being unique and play rating low marks due to the strangeness of play.
9.639/10
11 years ago
Barracora is a game that I only got to know recently. I have learned to respect this game highly from that opportunity.....

The Pros:
Simple but not easy would be my description of the ruleset. This game shares a double layered lane change feature that I don't remember seeing in other games. Cosmic Gunfighter is the closest game to this one regarding the left/right lane changes with the flippers. This game is about multiball and bonus. The center PF shots require skill to hit, but can lead to outlane drains quite easily. Drops that must be hit in order on both sides of the PF require your aim to be on target. The artwork is vibrant and Brooke Shields never looked so good with fish growing out of her ears.

The Cons:
I can't really think of any. This is a damn fine game. Barry Oursler 1981-1986 consistently made KILLER pinball games.

The Takeaway:
A pure 80's pinball experience very much like playing a nicely setup Firepower. Do not under estimate this game, it's a man eating monster wrapped in a great art package... kind of like Brooke Shields.

Update:
More time on this game leads to the subleties of the 1-2-3 / 4-5-6 lane change rules. Setting up your 3 ball multiball takes a bit of planning, but is well worth it. Once you know how to do this... build your bonus and collect it from the upper saucer. Rinse and repeat. Righteous!

Update #2:
If you lock your ball in the upper arch saucer, it kicks out when you drain. EXTRA BALL, and you didn't even know about it. I'm curious to know if this is something that can be adjusted in the software settings or not. If not, this game provides a serious advantage to those familiar with the ruleset and can execute the shot. Scores reduced slightly.

Update #3:
Now that I have finally acquired a copy of this deck I am putting some real miles into it. First thing I have to pay attention to is the Artwork. Doug Watson must have been reading a lot of Heavy Metal when he did this art pax. Between Moebius and Geiger, this game is absolutely stunning all over. But the real surprise for me has come from the gameplay. First things first. The geometry off the lower 60 percent of the PF is designed to do one thing. Put the ball in danger of heading out towards the hungry-hungry Hippo-Oursler (tm) outlanes. You NEED to make the shots to the standups and the drops and all of those shots are going to send the ball to the sides or arcing side to side across the PF and out. The building and collecting of the dual bonus shots require long, short, angles and tight shots. Getting the ball all the way up into the upper lock to collect bonus is always satisfying and as you have seen from other reviews I have done, build and collect is one of my favorite ways to play pinball. One thing that has become apparent with this deck is the lack of any scoring benefit for multiball. A 2x or a 3x PF multiplier would have been most righteous with this game. There is safety in numbers, so to speak, but considering the importance of accurate and sniper like shooting that needs to take place on this game's 15 shots for this deck to sing... it is disappointing to know that the chaos of multiball has such little value in this otherwise most awesome game.

This game is up there with Solar Fire, Warlok and Defender in my book.

Update #4:
There is an updated ROM out there that doubles PF scores with 2 ball multiball and trebles it with I noticed some shots were scoring more than 3x and thenI tool a look at the game's manual and on the very past page... page 26 was this note:

"Scores for switches 09 (BARRACORA lane rollover), 11 (Lower Eject hole) and 33 (Upper right bullseye standup) are doubled and tripled during 2-ball and 3-ball play." This also seems to work for the switches that score bonus and the horse shoe stand-up collect.

With the addition of the PF multiplier, this means these shots are 4x (2 ball) and 9x during (3 ball) multiball play! all 3 balls on the table. This changes the game completely and makes it a multball orgy of point multipliers! It may be unbalancing, but hey, it's multiball and if you can rock this table in a controlled manner and in multiball play. Do it! The strategy/skill requirements on this game just jumped up another level. Ratings scores updated accordingly. PM me for more info on the updated ROM.

Is it just me, or does Brooke Shields have a massive schnozzola on the BG?!? I can't un-see it now. Almost as bad as Doug Watson's "floundered" Indiana Jones BG portrait.
7.690/10
11 years ago
Viking is a game that has lots from other great games: Matahari: top saucer, top lanes and right lane. Playboy: ex ball rollover, shooter to the top arch and right lane. HGTR: spinner in the middle of the table and inline drops. Centaur: Inlane/outlane gates. So why does this game just not feel like it should?

The Pros:
Cool layout and very nicely placed shots. The theme and artwork is superb. Getting the ball into the left saucer from the right orbit lane is incredibly satisfying. sequential drops always make the shots you take count.

The Cons:
The "meh" factor is incredibly high on this table. I just don't know why. Is the game designer trying too hard? Who knows. All I know is this table doesn't play as good as it looks.

The Takeaway:
I don't know if even fresh rebuilds, wax and rubbers on the pf can save this one... but you'll never know if you don't try.

Update:
After playing a well tuned copy of this game, I have to say that I like it a bit more. The inline drops on the left are challenging and dangerous and necessary for big scores. The flippers, especially the left flipper Hass to be very strong if it’s going to make the S path all the way up the playfield into the saucer for the bonus collect. I’ve seen a few people just play the center spinner as well and between these two strategies win games. there are a couple of other ways to scores notably the Ten X on the drop targets on the right, but the bonus collect is where the really big points are going to be. There’s also the 50,000 points stand up on the left which makes the siren similar to what you would hear on space invaders. The trick with this is it just seems to be timed and not randomly. Yes you can camp out on the flipper and wait for the alarm to show up and then aim for the stand of target for 50,000. That can be a lot on the scan but the shot is also a dangerous one. It might be good for a clutch win, but I don’t see it as a long-term viable strategy for big points. That, and... it’s boring. The hurry up from the spinner is a better idea and is implemented fairly well.

More than anything else this game feels like it took bits and parts of other successful games and tried to make them work together. If the scoring was better balanced it might. And while someone may have physically modified this game to not score on certain shots for tourneys, just playing the game layout itself is fun. The bouncing outlane rubber to an insane save is always fun when the game demands skill to get the ball back into play.

Viking is a strange pinball game layout and rule set. Would some people call this approach lazy? I guess they could, but pinball designers have a bag of tricks. Jim Patla has a pretty deep bag of tricks. I see elements of Mata Hari, playboy and Centaur on this game layout. Those are all awesome pinball games. This game has all the makings of things that make a pinball design sing, but it just doesn’t seem to come together. At least not as successfully as other Bally designs from this era.
8.245/10
11 years ago
Hyperball is a cool game. Very much Steve Ritchie, loud, fast and unforgiving.

The Pros:
Nothing else is quite like it. It feels like you are firing a gatling gun when playing this game. Fast and furious, just like a Steve Ritchie pinball design. This game gets faster and faster as each wave is completed. No slacking or missed shots allowed! The audio on this game is spot on and it definitely has the Steve Ritchie feel to it.

The Cons:
This game is tough. Rules are not noticeably spelled out. Balls sometimes float across the PF getting in the way of aimed shots. Mechanically, this game is a nightmare. Finding needed parts often means cannibalizing other games (if they weren't cannibalized for their boards already that is...)

The Takeaway:
My son (who is not as much into pinball as I am...) loves this game. I may have to get a copy for him. Is it pinball... no. But really, who cares?!? This game is FUN! This table is best in a larger collection.
8.313/10
11 years ago
Spanish Eyes is an unusual game in many ways. Fortunately, I think that this unique game looks and works quite nicely.

The Pros:
Christian Marche proves once again that he is the most versatile production artist in the pinball world. No other table looks like this game. Some people think this game is ugly. I think that the images on this table fit the theme perfectly. Different strokes for different folks... Norm Clark took a simple idea and made it work using a bumper between the flippers. I've saved many balls with a little push here and there. Nudging skills are king. Trapping the ball is near impossible. Drop catch skills are mandatory. The horse shoe shot is tricky.

The Cons:
The spaces under the flippers eat up your mistakes. The saucer seems to be hit by bounces rather than shots. Rubbers, flippers and pops must provide proper action or the game will feel dead.

The Takeaway:
There is no middle ground regarding the opinion of this game. People either love it or they hate it. Personally, I love it. For a unique and bright visual and pinball experience, this table is one of the best out there from any era.

Update:
You gotsta' light the pops to make this deck sing. That means every shot from the plunger has got to pass over the "On Bumpers" rollover just under the top of the arch. The saucer can be generous, the saucer can be your enemy. Fully lit at 3k, it's good points, but I have had that ball head straight towards the lower pop bumper too many times for me to trust it. My recommnedation... stay away if you can. The loop is even more dangerous. Even when lit for 5k, I'd rather not shoot for it. Like I said, light the pops and keep that ball up there as much as you can. The space underneath the flippers gives new definition to the term "flipper bitched". Keep those bats down unless you absolutely need them! A very different pinball game that when properly maintained, gives a heightened sense of stress and urgency during play. I like it!
3.135/10
11 years ago
Gilligan's Island is one of the crummiest designs to come out of the late Bally/Williams era.

The Pros:
Some people will dig the theme. I said... some people. The rotating paths at the top left of the PF are an interesting idea.

The Cons:
The rules are an afterthought. One of Youssi's worst art package efforts. Backhand to Kona all day long. A true snooze-fest of a pinball game.

The Takeaway:
A B/W DMD first. A B/W DMD worst.
4.815/10
11 years ago
Black Rose is a game that is very ambitious design that came up short.

The Pros:
Varied shots and a very cool pinball cannon (when it works) that actually shoots the ball across the PF. A creative PF from Jon Trudeau. Multiball is fun and what this game is really all about. Hitting the saucer all the way past the top of the PF is incredibly satisfying. The next time we see a shot like this (if I'm correct) is in World Poker Tour.

The Cons:
Artwork and dots are not that hot. The game never really flows and the stop/start nature of the PF is not up to the play quality that we have seen from other designers. Why isn't there more than 1 shot to make with the cannon? 2 ramps, 2 orbits and 3 sets of standups... oh the possibilities. Oh yeah... that's right. The cannon is this game's achilles heel! The video modes are some of the worst to ever grace a DMD. At least when you lose the shark mode you get monched on by a shark. Losing a video mode was never this much fun!

The Takeaway:
A technical beast that is best in a personal collection with nominal traffic. I have NEVER seen one of these games on locatioin that works as it should. Now if you have to get a pirate pin, get a PotC. Part of me can't believe that this is an Eddy co-designed game. Trudeau would have an angry pin-mob to answer to if CFTBL was not his next game.

Update:
With a toy that is prone to failure for making the ball do very strange things right above the flippers, this is a great example of how a toy or feature can make or break a game. The cannon is so prominent this design that the entire game play revolves around it. The amazing shots show signs of what could be a solid player, but as a game, it's a failure. This is a prime example of how the rules of the game can take an interesting playfield that's creative, well laid and out turn it into something that's are you going to one shot game. The rules for the double broadsides on this game are unbalanced. Sinking ships is awesome. But multiple 32 mil. Broadside Shots are over powering. Compared to a 5 mil. Left ramp jackpot...? This game also show you what happens when a video mode is done wrong.

Mystery programmer, where arrrrrrgh ye?
8.486/10
11 years ago
Sexy Girl is the Bally Playboy with only an outlane on the left as compared to an inlane/oulane on Jim Patla's design. The art and the projector are differrent, but that's what this game is.

The Pros:
A classic pinball Playboy design made naughtier by the projection system of the game. Rolling my balls over Raquel Welch's face in the right orbit makes me realize that the world is a beautiful place.

The Cons:
It's hard to keep your eyes on the ball sometimes when the projector is working as it should.

The Takeaway:
A nice variant on a great table. This table has the same ratings as the '78 Bally deck. I'm tempted to take a picture of a CFTBL holo and put it in the slide projetor just to mess with horny pinheads.
4.616/10
11 years ago
DE Playboy is one of their better games from this era. That's still not saying much compared to the B/W offerings of 1989. And this was not a great year for pinball designs from Williams...

The Pros:
An incredible theme and a good PF design. Granny McFanny is in the grotto!

The Cons:
Rules that are high on the boredom factor. Wide ramps make this game a breeze.

The Takeaway:
If this game is in good shape, play it. Just hope that it's in good shape.
3.941/10
11 years ago
Stern Playboy is a game that should play much better than it does.

The Pros:
Ummmm... it's a Playboy pinball game? Photo mode is an interesting idea.

The Cons:
Someone, somehow made a pinball game with this much technology and this theme that was an utter bore to play. I can't believe that Kevin O'Connor had this theme and produced this quality work. K.O'C. has created some of the most attractive women in pinball images for all time (AND this is a Playboy game?!?!?). Did they rush him to do the whole thing over the weekend?

The Takeaway:
Calling mystery programmer... Calling mystery programmer... C'mon guys... I know you can do better than this! During this era... did Stern even play test their decks?
9.157/10
11 years ago
The Wiggler is a Ted Zale game that completely took me by surprise. This is a good thing because playing this and gave me a great deal of respect for this (I believe) un-heralded pinball designer.

The Pros:
The art package is pure pointy people brilliance. Most people will credit this to Christian Marche, but in this case it is the unsung Jerry Kelley doing the honors. Looking about on IPDB.org, it looks like Jerry may have utilized this art style before Christian did! Got to do more research... Now, I know there are many people who do not like this artistic style. From the point of vie of a commercial artist, working with paper cutouts (i believe) to make a quickly produced instantly recognizable piece of work that says "Pinball". A great technique to make the artwork for pinball games and not hold up the production pipeline. The playfield layout is incredibly deceptive in its simplicity. This game plays great when freshly rubbered and waxed. The multiball is a real treat and when the zipper flippers are closed with more than 1 ball on the PF, you are the king of this table. Multiball advances the wiggler value and the left lane "wiggles" the ball down the pf and out towards the flippers.

The Cons:
Hard to find in good shape. The left side of the PF is f'n DEADLY!

The Takeaway:
This game does not seem to be well known and that's a damn shame because this is damn fine game. As far as it's place in pinball, for me, this table comes in closely behind some of Ted Zale's best known designs like FireBall, 4 Million B.C. and the incomparable StarJet.
7.734/10
11 years ago
Robocop is a simple and straightforward game.

The Pros:
The PF layout is good. The ramp within the ramp is a novel idea that works well. The rules are very simple, but ripping spinners and a ramp with a jump in it is always a hoot!

The Cons:
Artwork is not K.O'C's best. Looks like another rush job. The game can be rather easy to play. I wish the game had more of the darker humor of the movie.

The Takeaway:
A good back to basics pinball game. Make it steep, tighten the tile, open up the right outlane and have at it! This deck is fun.

Update:
This game when properly set up, maintained and waxed it lots of fun! There really are only two shots on the game. The left orbit and the right ramp. They are both in the sweet spot of each flipper for cross-pf shots. You can also backhand the spinner from the left flipper. The red yellow and green standups are super dangerous. Stick to the top lanes for multiaball qualification. I wish the blue ROBOCOP lane was worth real points (JP during multiball, maybe?). What this game desperately needs is the hand of Mystery Programmer to wave his magic code wand and give this game the rules it truly deserves. The layout is solid and who knows what could be done with it. It's a bit of a stretch, but look at the simple layout that is on AC/DC and thank Lyman for the work that he has done with it! Is this the same game? No, could it be much better, yes. The good news is that as it stands, it is a simple, fun and enjoyable table.


Roll it back to "0" FTW!
7.848/10
11 years ago
Gottlieb Stargate is a game that when working properly, will make you happy you played it. Bally/Williams games definitely feel different. But this game design plays very nicely and for the $$$, is a bargain.

The Pros:
Challenging shots, skill shots and a cool wz mode spaceship. Some of the pf items are definitely not the B/W variety. That's one of the things I like about this table. The skill shots are righteous! Rules are good. Multiball is solid and the wiz mode is schweet when the flyer cruises out over the PF.

The Cons:
The game has to be setup properly to really sing. But the game is worth the effort. The sounds and the DMD animations leave much to be desired.

The Takeaway:
One of the best pinball games based on a movie. A great game, Would love to have one, even if it 's just to try something different.
8.186/10
11 years ago
Surf 'n Safari is a game I only played recently and I have to say... it was a fun table.

The Pros:
Solid layout and cool shots to make at both ramps. The right ramp to whirlpool is very nicely done. The RastaCroc is a unique and entertaining character. Does not have the usual Gottleib/Premier feel to it. Double score and multiball make a good combination. Rodney looks like he is shooting fire out of his nose.

The Cons:
The drops on the right are nearly impossible to hit. Scoring is unbalanced with multiball overriding everything else.

The Takeaway:
Babes in bikinies hanging out with jamaican dinosaurs makes a great combination in this pinball game. Who would have known? This is one of the better Gottleib games from this era of this manufacturer.

Update:
This game is fun. Every once in a while you see it show up at a "real" tournament and people wonder why. I don't know if there are modded roms or physical elements of the game that can be altered, but this game is a lot of fun to shoot. Some of the game's rules are rando (mystery programmer?) but this game is a joy to shoot. Jon Norris does not get the respect that many other designers do, and Gottlieb of that era did some wacky stuff.

I LOVE IT!

A game with real character, a different attitude, look and feel. And few things feel better than making that toidy-bowl do it's thing. Watch that ball roll on down the drain... Even 2 year olds know that this is fun! Is it the best game ever made? Nope. But it is what it is and it is thoroughly entertaining. Scores updated.
6.464/10
11 years ago
Bone Busters is a strange take on the GhostBusters theme, but with lots of pink. I think that it is different and a good table to play.

The Pros:
Nice shots all around the table. Some are short, others are all the way across the playfield. Multiball is challenging and I really like the topper. The PF has lots of funny details.

The Cons:
Finding one in good working order is tough... Tiny blue lights make me wonder "What is my score"? Must have strong flippers to jump the bridge or the game falls flat. The BG does not look so good...

The Takeaway:
An unusual and entertaining game. Lots of pink and purple on the table. I've only played this game a few times and would like to find one in tip top shape. We shall see what happens to my rating then.
5.444/10
11 years ago
Striker Extreme is a game that was used in many different iterations with the NFL and all the teams that were licensed with that table. I'm keeping this to soccer and stating that WCS'94 was the template for this game in many ways.

The Pros:
The Artwork on this table is a K.O'C package and looks good. The shots to the top of the PF and ramps are smooth and flow well. The Drop targets in front of the goalie are a good idea and the goalie works very well.

The Cons:
This game feels "lighter" than B/W games of the same era. Must be mechanically up to par or the game falls very flat. Multiball is unbalancing with scores.

The Takeaway:
A fun game that needs to be taken care of as it should be. If this table is not tip-top... fuhgeddabouddit. Play WCS '94 instead. By a long mile...
9.455/10
11 years ago
Frontier is a game that sneaks up on you. Then it eats you alive like the dude with a knife taking on a griz.

The Pros:
George Christian is known for two games: Eight Ball and Eight Ball Deluxe. This is the third game he should be known for. A simple PF and bonus ladder with a shot that has to bounce into the saucer gate from the bumper or shot through the spinner and nudged into the open gate from the top. Why have we not seen this from other designers before (did I miss something)? Inline Drops, a great spinner shot and an interesting dual bonus system makes the gameplay come together. Some of the most intricate PF artwork. A fantastic package from the wonderful talent of Freres, O'Connor and Hudson! Nothing sounds like this pinball game... nothing.

The Cons:
Not enough of them made... pf's get trashed in the bonus count area like most high traffic Bally games do. Luck bounces from the Pop garden to the Bonus Collect saucer make a huge difference in the scores of this game. This deck can be absolutely brutal. Not quite Flash Gordon brutal, but a different more quiet vampiric bleeding out kind of death that happens faster than you think it would.

The Takeaway:
A great game that most people don't even know about. Find it, play it... be pin-challenged and happy. Chiiirp... Chiiirp...

Update:
The slow chiirp increases in speed and the intensity of the game ramps up. Kinda like an 80's horror movie. (watch the first Friday the 13th with the sound turned off to understand how the character of sound plays in a game like this). The spinner is a harder shot than you would initially think it would be, but when you find the sweet spot... its a beautiful thing. Do you shoot for the inline drops? Nudging skills to get the ball to drop on the bonus saucer from the top arch are in demand! That first target lights the spinner for 1k, but it also opens the bonus collect gate. Are you going to make your points on ripping the spinner? Or collecting the bonus? Decisions, decisions...

This rating is Coast to Coast approved!

Update V2:
The more I play this game, the more I like it. I have tried to buy even a beater game for crazy dollars and can't seem to land this deck. The indirect bonus collect shot is calling me from the upper arch. More nudging skills required!

Update v3:
On the want list. We shall see what happens in the future for a possible acquisition. Big ups to Kevin Carroll at Lyons Classic Pinball for introducing me to this righteous table. Simple, but never easy. Considering the vintage, it is one of the best single ball pinball games of it's (or any) era. A true player and a friendly reminder that Kenny Rogers was a bear chested, bowie knife wielding, grizzly grappling, man's man of a manly man... man.

Update v4:
This game is an excellent example of balanced rules with multiple options on a simple playfield. Take some time with this design and get to know it better. Learn to complete your rows. Learn to light the bonus collect after building the multiplier. Learn to nudge the ball into the collect lane. Learn how to tap pass and shatz. This game will make you do all of this and have the best time playing pinball listening to crickets, and you will be glad you did. One of Bally's best of this vintage, and that is saying a lot.
8.623/10
11 years ago
Doodle Bug gets a bad rap like many early 70's pins from williams. This reputation is unwarranted in this case.

The Pros:
No inlanes or outlanes. This game is all about ball control with the minimal opportunity you are provided with on the flipper layout. Many people will call this game random, but that is not the truth of the matter. The truth is most people can't control a pinball if they do not have something to rest it on. You can do this, but you have to hit the up post targets first. Good action in the 5 pops at the top of the PF. People still seem to bag Christian Marchee's artwork, but nothing else says "Pinball!" as immidately and as easily recognized as his work. Respect is due to the pointy people.

The Cons:
I have seen a few of these tables with posts drilled into them on the outside of the flippers. Lazy pinheads...

The Takeaway:
If you really want to learn your flipper skills on an EM Williams game, give this table a shot. Doodle that bug and get your score up there.
8.623/10
11 years ago
Love (Doodle) Bug gets a bad rap like many early 70's pins from williams. This reputation is unwarranted in this case.

The Pros:
No inlanes or outlanes. This game is all about ball control with the minimal opportunity you are provided with on the flipper layout. Many people will call this game random, but that is not the truth of the matter. The truth is most people can't control a pinball if they do not have something to rest it on. You can do this, but you have to hit the up post targets first. Good action in the 5 pops at the top of the PF. People still seem to bag Christian Marchee's artwork, but nothing else says "Pinball!" as immidately and as easily recognized as his work. Respect is due to the pointy people.

The Cons:
I have seen a few of these tables with posts drilled into them on the outside of the flippers. Lazy pinheads...

The Takeaway:
If you really want to learn your flipper skills on an EM Williams game, give this table a shot. Love that bug and get your score up there.
8.840/10
11 years ago
Another case of the game being better than the movie. Unfortunately, the movie was Congo.

The Pros:
Good shots and a fun multiball. The shots from the upper flipper are very well done. Collecting diamonds is the name of this game. The M-A-P sequence with the shots to the left ramp and then ramp diverts the ball to the left flipper for the MAP shot at the right saucer is something I always enjoy. The Skill shot and the Super Skill shot are very cool... There is no wizard mode, but the way this game plays... it may not need it. Multiball start is way sweet with the pinball exploding off of the top of the volcano. This game plays more of a "journey" than reaching set goals like most tables. Midnight Madness is a hoot!

The Cons:
This game gets "meh" after a while. The gorilla in the window is just for mashing flipper buttons. This is another game that should have been a real player, but the rules just do not take you there. Good thing I have my CFTBL... The story is that this title was bounced around from designer to designer and John Trudeau picked up the slack like a good trooper. This game could have been themed anything. I can think of a dozen off of the top of my head that would have been better. Space shuttle II with Amy being replaced by an astronaut and the multiball/volcano being Cape Canaveral..


Takeway:
Some people really like this game, some don't. I like it and I know that my friend Dean Grover helped to program it. I think it's a solid game and I'm happy to play it, in someone else's collection.

Update:
The more I play this game, the more I appreciate it. There are no gameplay modes. The wizard mode is strange. C-O-N-G-O letters unlighting means you can string out this mode for more points, but you score more from 3 successful AMY shots than you do from a poor Wizard mode after collecting 100 diamonds. You can make points in the wizard mode, but it is more of a frenzy than anything else. I guess the joy is in the journey on this game. The good news is, the journey is a lot of fun. Kind of like Indy 500 where the wizard mode isn't, but the game doesn't stop for it. There aren't any gameplay modes, but there are M-A-P modes as well as mystery awards by spelling the Z-I-N-J inlane/outlanes. Multiball can be collected by qualifying with diamonds, M-A-P and G-R-E-Y awards. Multiball is where this game shines. The layout is fun to shoot and while some may think that the rules are not that interesting, I like that fact that the game favors gameplay over everything else. Vidja mode is tough as the raft is sluggish to start moving side to side, but hey, it's a video mode. Play more pinball! I have to give credit to the creativity of the layout as well as the super skill shot and the Skill-fire (skillfully draining) mode. While the wizard mode may feel like it falls flat and is uncreative, the rest of the balance of the game is quite good. Other than a useless right ramp. This design has great use of shots in sequences. Just don't ever shoot for the satellite targets and find a copy if you can. People passed on this game for years. Most likely due to the theme first, and that's a shame. Good luck finding one today. Pinball players who know, know how much fun this game can be. Shooting this table is pure pinball-joy.

Update v.2:
Play the damn game. You don't play the theme. You don't play the artwork or the animations. You play the game. This game plays great! It plays so incredibly well that even without a "wizard mode" this game plays like a champ. That's how solid this game is. It doesn't even need a wizard mode. Just keep playing the game and enjoy the experience. Because that's what this is. A damn fine pinball shooting experience.

Look to this design's children:

1) Tron
2) Xmen (mirrored)
3) Rush (mirrored v.2)

The layout is incredible and one of the best 3 flipper games ever designed. The rules are different on all of these iterations... but they all play GREAT! The foundation of any pinball game is the shot layout. This game has shots. This game plays great!

Play

The

Damn

Game!
6.554/10
11 years ago
Fire is a game that I played a bit in college. I remember it fondly. Playing it recently, I got bored.

The Pros:
Fantastic art and theme package. The sirens bell ringing is perfect for this game's theme. The ball can flow quite nicely, multiball is hectic and the Oursler tm outlanes make sure your attention is on the task at hand. Shooting the ball up the ladder for the JP is rad! The city looks like it is on fire with the BG animation. Ringin' that bell is always entertaining. The skill shot requires... skill!

The Cons:
Simple rules make for a lackluster experience. Flippers MUST me in prime working order to make all shots otherwise this game is a dud. I like the ramp... when it works.

The Takeaway:
A great table for a casual player or someone who really likes firemen. Will bore a player quickly. Mooooo!
6.554/10
11 years ago
Fire is a game that I played a bit in college. I remember it fondly. Playing it recently, I got bored.

The Pros:
Fantastic art and theme package. The sirens bell ringing is perfect for this game's theme. The ball can flow quite nicely, multiball is hectic and the Oursler tm outlanes make sure your attention is on the task at hand. Shooting the ball up the ladder for the JP is rad! The city looks like it is on fire with the BG animation. Ringin' that bell is always entertaining. The skill shot requires... skill!

The Cons:
Simple rules make for a lackluster experience. Flippers MUST me in prime working order to make all shots otherwise this game is a dud. I like the ramp... when it works.

The Takeaway:
A great table for a casual player or someone who really likes firemen. Will bore a player quickly. Mooooo!
7.421/10
11 years ago
Riverboat Gambler is a good game by Ward Pemberton.

The Pros:
One of the toughest skill shots ever. The PF layout is creative and flows nicely. Shots require accuracy from hitting drops/standups to the upperlefthand lane blackjack shot. Multiball on this game is a blast. PF artwork is great! I like the buttons on the lockdown bar... what is that white button for?

The Cons:
This can turn into a 1 shot game on the left ramp/lock shot to spin the wheel and get multiball running. Not the biggest fan of the reb/black/green BG animation/awards. Eventually you get lucky. Then again... this is a gambling themed pinball table. Pat McMahon needs to stop drawing realistic looking people (on the BG) and stick with characature though... Scoring is unbalanced with

The Takeaway:
I like this game, it's fun. A solid game for the kids and people who want to just play pinball. Would it stay in my collection. I don't know. But considering it's rarity, it's nice to come across once in a while and have fun with it. ...Ridin' down that lucky Riverboat...
8.792/10
11 years ago
Mark Ritche and Co did a great job on this design. It's fun and when set up to be so, can be very challenging.

The Pros:
Mark Ritchie's best PF design hands down. Lots of drop targets, criss cross ramps and feeds to all parts of the PF. No wasted space on this deck. The un-pc qoutes and music are well matched with this theme and the artwork looks fantastic. The BG has 2 sets of animations. Bobble heads and a clock JP countdown... NICE!

The Cons:
Multiball is only 2 balls. The game can be a bit easy unless set to hard/ex. hard rules, outlanes opened up and the table steepened. Still you have to have some games for the kids too...

The Takeaway:
A great package and a fun game to play. Mark Ritchie's best overall pinball game along with Taxi and FishTales. Much much better than the absurdly overrated IJ as far as being able to play the game in relation to features/score balance.

Update:
I ended up playing this game in a tourney recently and my opponent received a "start multiball" award from the hole on the Today's Special hole on the right. Really?!? Is this a Data East game? Multiball is best used to drop targets and light the Dine time JP. That and the left flipper better be strong or the big cuppa coffee is worthless. The more and more I play this game, the more the uneven scoring becomes apparent and the more bored I become with playing this deck. Not a good sign. Scores reduced according. This game has character and looks abbsolutely fantastic, but needs a visit from Mystery Programmer.

Update v.2:
All right, I got a chance to play a really sweet copy of this game with somebody that was a solid tournament player that knew the game really well. This player also showed me how to spot characters and diner letters from the ramps. While it may not be obvious, it is noted in the rules that the more characters that you can collect, the higher your percentages at the end of each ball for bonus. This can make a huge difference as the game goes on as your percentage (bonus x) carries over through the entire game. After that, I was shown the collection of dine time and how to build it as high as possible. The key to that is looping the left ramp passed 100 K to the point where are you start to add millions and millions and millions onto your dime time. I think it topped out at around 12 million (bg animation on the clock!). After that you get some points, but dine time is an incredibly large jackpot if you know how to build it, and then collect it. The cup can give you a couple million points as well and it’s easy to access, but even more importantly you spell the word diner. The other thing that you showed me was how to spell diner, but instead of collecting the coffee cup at the top of the playfield, he would lock the ball under the left ramp and then start the multi ball from the spare shot or the right saucer. This also carries over. So as long as he never collected the coffee cup, he was already primed to lock the ball under the left ramp and started at will from the spinner on the right or the subway collect shot on the far right hand side of the playfield. Shots that go to the drop targets are dangerous. Missed shots from the spinner, dangerous. The stand up to the right of the left ramp is dangerous. Any ball coming out of the pop bumpers, is dangerous. Especially on the left side. The game I played in particular had a high percentage of pinballs leaving the pop garden on the left and draining into the left outline. Maybe even more so than world poker tour. After you collect the multiball jackpot, you can get victory laps from either ramp. This can be incredibly satisfying or lead to grand champin’ boredom as both ramps feed right back to the same flipper meaning you can trap up one ball on one flipper and keep hitting the shot reflexively from the other flipper over and over and over and over and over. Some of the audio quotes can become annoying, but that is a limitation of the amount of memory that system 11 games had. If anything, I would’ve liked to of seen some more quotes added, but it is what it is.

I have a lot of fun shooting this game. And was fortunate enough to have someone guide me through the rules set in a way that made much more sense. The music on the game is engaging and I really enjoyed playing it. Shooting this playfield design is fantastic. Making shots on this game feels great. However between the balls going from the ramp, to the side it was shot from, and ball stealing, I still am of the opinion that this is not a great tournament game. If it is played in tournaments, it should be played as a single player game and it’s entirety by each player before progressing to the next member of the group in competition. What it comes down to is this, It is much too easy to steal balls and get an instant multiball during the progression of this game. Playing this game is entertaining, it’s really funny, irreverent and a pleasure to shoot. While tournament players will prefer games like taxi from this vintage and Desiigner Mark Richie, this is a fantastic game to have at home and to enjoy. I learned a lot about this game, and think that it is a much better design than I have previously thought of it. The rules For the entire game may only be as complex as a single mode on a game being made today, but sometimes that’s the balance that is needed. A good game, it’s fun to play. Diner is fun to play.

Thank you to all the pinball peoples out there that are kind enough to share their collection and pinball knowledge with me. This update of this game is a reminder I am most grateful pinball culture. I am most grateful for the friends that I have made through pinball. I am most grateful to know this little slice of humanity who love to play pinball.

Scores updated accordingly.
8.349/10
11 years ago
Soccer is a game that has quite a bit going for it and then... meh. For me, I always compare this to 300 and it just is not on the same level of the quality of game play.

The Pros:
Spinners and a ball bonus counter make a great combination. 3 bumpers on top, good lanes and standups on the side. Double scoops at the top with the u-turn. I like the alternating lamps at the top arch at the start of the ball. Cycling skill shots are way sweet.

The Cons:
Why doesn't this game play better? Even the spinners have better placement with the bumpers above them. If you do find one, set this game up steep and make your slings super sensitive. Otherwise it gets stale quick.

The Takeaway:
This game must have been a great seller in the rest of the world with the theme. Personally, I would have just re-art-packaged 300 and gone from there. Set it up steep and wax it up for a more exciting game.

Update:
I got to play a really sweet copy at Pintoberfest 2016 and the game was set to a 3 ball game. It was GREAT! Donavan Stepp did a great job with this restoration and the game play shined because of it. The angles on this game are super dangerous on the lower PF and the inlane guides are at least a full inch below the top of the slings. I said super dangerous... didn't I? Good rippings from the spinners mean the action is always hot and the saucers at the top of the PF combine just enough luck to make the action at the top nudge-tac-u-lar! I may have to pick one up and make it super dangerous!
6.563/10
11 years ago
Super Soccer is a game that has quite a bit going for it and then... meh. For me, I always compare this to 300 and it just is not on the same level of the quality of game play.

The Pros:
Spinners and a ball bonus counter make a great combination. 3 bumpers on top, good lanes and standups on the side. Double scoops at the top with the u-turn. I like the alternating lamps at the top arch at the start of the ball. Cycling skill shots are way sweet.

The Cons:
Why doesn't this game play better? Even the spinners have better placement with the bumpers above them. If you do find one, set this game up steep and make your slings super sensitive. Otherwise it gets stale quick.

The Takeaway:
This game must have been a great seller in the rest of the world with the theme. Personally, I would have just re-art-packaged 300 and gone from there. Set it up steep and wax it up for a more exciting game.
7.855/10
11 years ago
Based on my Pioneer review:

New York is one of those games that looks so simple, and I guess it is, but the balance of the rules and the difficulty in acheiving the goals of the game make this table a classic.

The Pros: Simple but NEVER easy. That's pretty much how this game sums itself up. The angles on the drop target banks are perfect. I usually don't like symmetrical pf's but this is a great deck. A real skill shot for the "C" rollover at the top.I am always surprised at how often the ball bounces out the lanes on the sides considering there are no slings on this table. Nudging skills are still required considering how little rubber is down by the flippers. Add-a-ball' is always sweet!

The Cons: NEVER easy, and can be mostly frustrating. The center saucer never seems to stick, even with a touch shot. More luck than skill... but you'd better land it for double bonus, extra ball and special.

The Takeaway: A deceptively simple game that is a true player. Based on the Pioneer/Spirit of '76 deck in celebration of NYC lifting its' ban on pinball.
7.855/10
11 years ago
Pioneer is one of those games that looks so simple, and I guess it is, but the balance of the rules and the difficulty in achieving the goals of the game make this table a classic.

The Pros:
Simple but NEVER easy. That's pretty much how this game sums itself up. The angles on the drop target banks are perfect. I usually don't like symmetrical pf's but this is a great deck. A real skill shot for the "C" rollover at the top.I am always surprised at how often the ball bounces out the lanes on the sides considering there are no slings on this table. Nudging skills are still required considering how little rubber is down by the flippers.

The Cons:
NEVER easy, and can be mostly frustrating. The center saucer never seems to stick, even with a touch shot. More luck than skill... but you'd better land it for double bonus, extra ball and special.

The Takeaway:
A deceptively simple game that is a true player.
7.855/10
11 years ago
Spirit of '76 is one of those games that looks so simple, and I guess it is, but the balance of the rules and the difficulty in achieving the goals of the game make this table a classic.

The Pros:
Simple but NEVER easy. That's pretty much how this game sums itself up. The angles on the drop target banks are perfect. I usually don't like symmetrical pf's but this is a great deck. A real skill shot for the "C" rollover at the top.I am always surprised at how often the ball bounces out the lanes on the sides considering there are no slings on this table. Nudging pro skills are still required down by the flippers.

The Cons:
NEVER easy, and can be mostly frustrating. The center saucer never seems to stick, even with a touch shot. More luck than skill... but you'd better land it for double bonus, extra ball and special.

The Takeaway:
A deceptively simple game that is a true player.
7.642/10
11 years ago
Hang Glider is a game that looks alright, and sounds like other games of the time. Fortunately, it plays very well.

The Pros:
Another deceptively simple game that has great action and shots. Jim Patla did a fantastic job with this playfield and it moves quite nicely. Itty bitty tic-tac rollovers at the top of the PF make nudging skills a priority. Double Bonus is a huge shot in this game, when it is lit, stop whatever you are doing if you don't have it and get it. This is your key to high scores on this deck. Ripping the spinner is always satisfying.

The Cons:
Another bank of drops on the left would have been cool. The art on the PF is better than the BG. The Saucer shot s more luck than an aimed shot.

The Takeaway:
A great Bally game from the mid 70's. If you see it, play it!
4.775/10
11 years ago
Liberty Bell is another game that was refined at a later date to become a better table. Namely Grand Prix.

The Pros:
SPINNERS! Rip it up! Light the double bonus and collect at the top. Outlines require nudging and flipper skills to keep that ball from draining. Big slings and outlanes that make sure your action is on point or that ball is gone. This game is super fast and challenging when set up properly.

The Cons:
Mr. Marche... really, what is going on with the 1976 themed artwork? The top saucer is a gimme once you get it up there. Can be a bit easy to run away with the game once you have the table lit. No PF bonus collect! This is what made Grand Prix F'n AWESOME!

The Takeaway:
On a side not, I always wondered why Williams drops were so big in this era. hm... ? All in all, a really fun game that makes you remember that sometimes, that is all pinball needs to be.

Update:
A well-tuned copy of this game comes down to two things. Hitting the spinners and making the most of every single opportunity that the ball gets to the flippers to control it. And then since, this is an excellent skills game. Sensitive slings and hungry outlines mean that anytime the ball is on the sling there's a good chance it's heading out on the opposite side of the playfield. The spinners can be hit with a forehand or backhand shot. If you have a trap, use the backhand to get the ball to the top. Bonus is King on this game. So once you rip those spinners, keep ripping them! After that, look for the double bonus on the saucers on the side of the playfield after the drop targets have been knocked down once. Getting to the three star is extra ball before star is complete all four drop targets for a special. If you're in tournament play, extra ball is most likely to be disabled. However, a few measly points may be able to be gathered from the saucer and the pops and the drops. But the spinners are where you going to build your bonus. And that's not going to happen unless you shoot them from the flippers. Ideally, the spinners will not rotate like crazy. If you can max out your 100 k bonus in 1-2 shots to the spinner, the game becomes even more one dimensional than it already is. 1k a spin is nice, but 100/200k from bonus is better.

Essentially this game is a big chance until the ball gets anywhere near the flippers. The ball will exit the pop garden and head straight down either outlane with a minimal (at best) chance to save it. This happens about a 20% chance of the time the ball is in that part of the game. Then you have to make the most of every single opportunity to drop catch live catch bounce pass and trap the ball so that you will be able to get those spinners turned around. If you are lucky. That's pretty much the game. If you want to look at it as a skills game, great. But the depth of the rules and the high level of difficulty with the layout by the flippers is not going to give the player too many opportunities. If you're good playing a game on the fly, this game might have some benefit to your playstyle. If you're not good at playing on the fly, this is an excellent game to work with to learn those skills. In the long run, it's just a pinball game that is high on luck and risk.

Enjoy the ride. Or better yet, get a Grand Prix.
8.328/10
11 years ago
Hi-Deal is a game that looks great, and sounds like other games of the time. Fortunately, it also happens to play well.

The Pros:
Another deceptively simple game that has great action and shots. Jim Patla did a fantastic job with this playfield and it moves quite nicely. Itty bitty tic-tac rollovers at the top of the PF make nudging skills a priority. Double Bonus is a huge shot in this game, when it is lit, stop whatever you are doing if you don't have it and get it. This is your key to high scores on this deck. Ripping the spinner is always satisfying. I usually don't care for Dick White's work, but this art package is goofy and awesome at the same time.

The Cons:
Hang Glider has drops, this game has standups on the right side of the pf. I love drops, but these standups have a different spacing requiring a broader range of aim as well as keeping the ball moving quickly on the lower PF. As with Hang Glider, another bank of drops on the left would have been cool, but that's just me. The Saucer shot s more luck than an aimed shot.

The Takeaway:
A good Bally game from the mid 70's. I like playing HG better, but I like the art package better on this deck. It's a solid game either way, so if you see it, play it!
6.560/10
11 years ago
Royal Flush Deluxe is a remake of Royal Flush/ Card Whiz, one of my favorite 70's Gottleib tables. The design is a deceptively simple game. An asymmetrical PF from Krynski that keeps on giving and giving... You think you have it down and... WHAM! your ball is out!

The Pros:
Great shots. Tough shots as well as seemingly easy ones that send your ball towards the outlanes in no time flat. Classic Gottlieb design of simple, but not easy. You want the game to sing... you better earn it. Keeping control of the ball near the flippers is paramount. The space between them is a gaping maw of pinball death. Considering this game was released in 1983... it would seem a bit old and slow compared to other games, but the PF design is a great one.

The Cons:
The Saucer on the right is a random shot. shooting for it never drops it in. The bonus system is a bit caddywampus (tm Tom Grobe) and the artwork is a step back from the original BG and PF artwork. The Bg in particular looks flat and devoid of life. The SS game rules/scoring somehow make this game feel different and not in a good way. Give me EM bells over the SS sounds of this generation of design any day. A nearly perfect copy of the game into the SS generation ultimately shows an unwillingness to keep up with the times by the people at Gottleib/Columbia pictures. It's sad really.

The Takeaway:
Flipper skills are a must and if the ball is heading on the way to the outlanes, it's probably gone. Control is key and that bank of targets at the top is designed to reflect the ball at an angle and get it bouncing sideways. At 5 balls, the game times average about 3 minutes. Shorter than most 3 ball games on my modern tables. A perfect example of Krynski design at the height of his pinball design powers! Even so, one still has the feeling with this table that this game's time is past and gone... get the EM instead!

Update:
I recently got the chance to play a really nice copy of this deck at the Pinball Hall of Fame. Royal flush deluxe. Bonus scoring and target bank reset. Sounds are qbert cool. Minor of diff over joker lanes. Metal posts on outlanes don't help ball times. Is it the same as an EM copy, nope. Do I like the EM variants better, yep... But this copy was deadly fast and I like the little lip at the end of the upper arch. Fast and deadly when maintained properly. I like the bank reset as well. Scores upgraded accordingly.
3.570/10
11 years ago
Wild Life and the variants of this design... The play leaves much to be desired.

The Pros:
The BG is HILARIOUS! All of those animals with their tongues sticking out. The look on Cheeta's face as well as Tarzan's is comic genius! Our fair maiden in the pith helmet is completely clueless making the steroetype even funnier. The colors on this table are fantastic and everything looks great.

The Pros:
There are 3 shots on this table. The orbits and the spinner. That's it. The special lanes on the sides are purely made by chance. This may possibly the worst playing Gottleib from the early 70's.

The Takeaway:
Take a look to admire the art package and keep on walking.
3.570/10
11 years ago
Jungle and all of it's 4player/add a ball siblings are great game to look at. The play leaves much to be desired.

The Pros:
The BG is HILARIOUS! All of those animals with their tongues sticking out. The look on Cheeta's face as well as Tarzan's is comic genius! Our fair maiden in the pith helmet is completely clueless making the steroetype even funnier. The colors on this table are fantastic and everything looks great.

The Pros:
There are 3 shots on this table. The orbits and the spinner. That's it. The special lanes on the sides are purely made by chance. This may possibly the worst playing Gottleib from the early 70's.

The Takeaway:
Take a look to admire the art package and keep on walking.
3.751/10
11 years ago
Jungle Life and the variants of this design... The play leaves much to be desired.

The Pros:
The BG is HILARIOUS! All of those animals with their tongues sticking out. The look on Cheeta's face as well as Tarzan's is comic genius! Our fair maiden in the pith helmet is completely clueless making the stereotype even funnier. The colors on this table are fantastic and everything looks great.Add-a-ball gameplay makes this game slightly better than it's other versions.

The Pros:
There are 3 shots on this table. The orbits and the spinner. That's it. The special lanes on the sides are purely made by chance. This may possibly the worst playing Gottleib from the early 70's.

The Takeaway:
Take a look to admire the art package and keep on walking.
5.011/10
11 years ago
South Park is a game where the theme is king.

The Good:
It's a South Park Pinball game. Multiball start is nicely done, even though it's shit, literally, I mean Mr. Hankey. Killing Kenny never gets old, when he survives, it's even funnier. Quotes on this game are spot on (not as good as family guy, but that game came out a decade later) and the artwork is true to the paper cut graphics of the show.

The Bad:
Useless right flipper and left side of the PF. How this design ever evolved into TSPP is beyond me. Still, that's what I see on this deck. Rules are uninspired and not worth getting into other than stacking your shots for multiball. Points is points in a tournament. You probably will not see this game in a serious tourney, ever. This is another game that has a designer that is embarassed to list their name on the credits of this table, and rightly so. Finally, to whomever made the decision to take out the swearing audio and the video mode... Damn you, damn you to hell (Mr. Garrison). That is the whole point of the show and it should be for the pinball game... humor through irreverence. Note to self... get the proto roms.

The Takeaway: Lots of people played this game because it was... entertaining, to the South Park viewer. Serious pinheads may be left with something to desire. Humorless twits need not apply. It could be worse though... it could be Austin Powers.
7.050/10
11 years ago
Judge Dredd was the very first game I bought. It had a dead Deadworld gearbox and I brought it back to life. I have a soft spot for it in my pinball heart, but the reality of this game is not as awesome as it should be.

Pros:
Lots of variety of shots. The PF is convoluted and the left lanes are the most interesting since Future Spa. When this table is waxed, it screams across the PF! I loved the comic book when I was a kid. Getting the super jackpot by defeating Judges Fear, Mortis, Fire and Death are straight out of the book. "Gaze into the fist of Dredd!" The animations are funny and true to the comic not the crummy Stallone picture. The easter egg animmations are great, even rudely humorous with a dog taking a leak on a dead body when you hit the right sequence in the Sniper mode. The BG is one of O'Connor's most underrated and the PF looks great. The voice calls and background guitar riff is perfect ambience for this game. The 4 SuperGame modes add a whole new aspect of playability to this deck.

Cons:
Deadworld is a royal PITA to service. That gearbox is not fun to get to. Game play can be broken down to... hit the left ramp over and over. modes are hit and miss. Super Game should be something that can be earned and not just bought. How can a widebody game with this much on it... seem so un-engaging? SuperGame insta-wiz-modes take the skill out of playing for the payoff. Why play better and EARN your reward when you can just pay in for the big whammy?

Takeaway:
This was a great first game for me. However, the rules need to be seriously adjusted to become a true player's game. Example, the left ramp, shoot it over and over and over. We now have a 1 shot game. If you are going to weld the gears back to the pins they rotate about, get a really good welder and have them use silver (if memory serves) solder that can take the torque forces that the gearbox places on them. I ended up writing a wishful new ruleset for the pf. Oh, if dreams could come true.

Note this rating is in the 7's strictly on the art and sound package, which are way righteous. If these parts of the game were not so good, this game would be 3-4/10 for me. This is a fun game, but it is not a true player.

Turkey!!!
6.965/10
11 years ago
Sharkeys' Shootout (Golden Cue) is a modernization of 8 Ball Deluxe.

The Good:
Start with a great game PF layout and see what happens. I guess if you're going to steal, you might as well steal from the best. I guess that is how John Borg gets a solid PF onto the street. Don't believe me? Tron, the left side is Congo and the right hand side of the the PF is Funhouse. X-men is flipped over mirror image with the exception of a few shots at the top of the PF right in the middle. The shots are all there with the skill needed for the targets and the upper orbit from the upper flipper. The upper orbit is nicely done next to the combo shot. The ramp and VUK work with the the left and right inlanes.

The Bad:
The targets feel... well "blockier" than the original Bally targets. The flippers are great when they are crisp, soggy and soft when not maintained (which for some reason seems to be EVERY game I have seen on location). I don't think that the blue target in front of the pop-bumpers is a good thing. I like the old 8 ball deluxe pop where if you hit it... trouble! I didn't like the white cab top, but the lower cab looked just fine. The artist who did the BG must not have liked Janet. She looks like she is giving Tex a handjob and getting boofed from behind by Sticks at the same time. Pinball gangbang!

The Takeaway:
A good game based off of a great game made 20 years earlier. The ramps and changes to the PF are nicely done and the ruleset is not that bad either. The game's feel is not as solid as other games from just a year before... but Williams has shut down recently and I think this game plays rather well. Open up the outlanes and disable your post saves and you may have a really good player on your hands.
7.875/10
11 years ago
Solids N Stripes is a game that is a real surprise to play if set up correctly.

The Pros:
How can a game that looks so sparse require so much of your attention? The 6 pockets around the pool table act as randomizers to the ball's path and make sure that if you think that you know where that ball is going... you're wrong. This is one of the few tables that benefit from a low angle in play as the saucers have more of an affect on ball travel and gameplay. Christian Marche populated the game with pointy people and makes the open spaces full. Drop catches are a must as the slings are f@$&'n perfectly aligned to shoot the ball into the outlanes. And those outlanes are the nastiest outlanes ever! Saucers, wooden sides and... away we go!

The Cons:
The 4/9 ball pocket is a dirty rat! So close to the flippers, So dangerous! The 8 ball shot is more floating luck than an aimed shot. The up-post between the bumpers is impossible to shoot for. You will be lucky if it drops it in from the top lanes with the bumpers, then it goes away in a flash with the rollover just above the flippers.

The Takeaway:
If this game is set up properly with fresh rubbers, wax, hot pop bumpers and properly aimed saucer holes... it is NOT a boring game. I thought that I was going to be snoozing here... not the case in the least. This game is a wonderful surprise to play and is completely underrated. Norm Clarke did a great job with this deck.
7.743/10
11 years ago
Orbit is a 2 Shot game. Fortunately, the 2 shots it has are solid ones that require you to consider your risk vs. reward.

The Pros:
Cool BG and colorful cabinet. Gordon Morrison's got a great composition as well as the use of light and shade here. The spinner is satisfying and leads to good bonus with relatively little risk. The Vari-target is defintitely your money maker, but you had better be on point with your aim and at attention with your reflexes. 1-3 solid shots to the vari-target should max out your score nicely. You can backhand this shot as well, but the return is still a dangerous proposition.

The Cons:
What happened with the PF graphics? Did someone else moonlight on this deck for Gordon? The outlanes are gaping maws of pinball death. Shatzing the left inlane is impossible on these gottleib tables and you need that gate open on the right hand side of the pf.

The Takeaway:
A properly setup and shopped game is fast. I can see why this deck gets the "Gottleib blues" but this can be adjusted with proper setup, maintenance, fresh flippers and a high tap setting.
7.743/10
11 years ago
Outer Space is a 2 Shot game. Fortunately, the 2 shots it has are solid ones that require you to consider your risk vs. reward.

The Pros:
Cool BG and colorful cabinet. Gordon Morrison's got a great composition as well as the use of light and shade here. The spinner is satisfying and leads to good bonus with relatively little risk. The Vari-target is defintitely your money maker, but you had better be on point with your aim and at attention with your reflexes. 1-3 solid shots to the vari-target should max out your score nicely. You can backhand this shot as well, but the return is still a dangerous proposition.

The Cons:
What happened with the PF graphics? Did someone else moonlight on this deck for Gordon? The outlanes are gaping maws of pinball death. Shatzing the left inlane is impossible on these gottleib tables and you need that gate open on the right hand side of the pf.

The Takeaway:
A properly setup and shopped game is fast. I can see why this deck gets the "Gottleib blues" but this can be adjusted with proper setup, maintenance, fresh flippers and a high tap setting.
6.741/10
11 years ago
It has been a long time since I have played Party Animal. Here are my recollections.

The Pros: A great PF layout with lots of shots all around. The theme is a silly one like a frat party at the zoo (I mean, how can you go wrong with that?). There are ramp shots from the upper flipper are well placed. Inline drops on the right are always welcome.

The Cons: The cat on the left of the BG is a leopard. The cat on the right of the BG is wearing a leopard skin leotard... How wrong is that! And what is it with pinball artists and kitties with titties? The Bally-cab is just so... boring. Fatty flippers just seem to be unwieldy.

The Takeaway: I'm gonna have to play this game again and give it another chance. But from what I remember... this game looks good, but doesn't play so good. Rating will be updated when I get another chance to rock this deck.

Update:
Man... what is it with Bally fleeper mechs of this era? They are very strange. However... when they work, this game is fun! I do like the inline drops and the multiple shots from the upper flipper. I have no idea why, but when I hit that goofy frog and the deck says "ribbit..." it makes me smile every single time. Not the most complex game, not the deepest ruleset, but so what? This game is better than I thought it was originally and I have to credit the copy I played at the VFW. It worked as it should. Big ups to Shaggy and his band of merry men!

Update v.2:
This game is bonus heavy. So don't tily. Now the 2x,4x,6x inline drops remind me of Flash Gordon, but without the evil drainy deadliness. Getting multiball is fun and hitting the saucers doubles up the multiball qualification and the game's bonus/score. Building and collecting the bonus is solid and multiball is surprisingly difficult to achieve. 2x/3x pf scores means that multiball... means something. The ramps feel flimsy, but the ball gets where it needs to go. Flippers must be rebuilt to make this game play as it should. This game has very silly sounds like burps, toilet flushing and when the frog ribbits, it always makes me smile (yeah i said it already, still true). Hit the jukebox to change the tune and multiball has it's own song. This is 80's cheezy sounds at it's finest! Is this the greatest game of 1987? No. Is it a better game than most think it is, I have to admit... I like this game better now than I did before. Party Animal will need to be tuned to be a challenge, but when properly setup, this game plays very well. Be warned though, this game is NOT as easy to adjust (the rules/settings) as A-B-C.

Update v.3:
This game plays alright. Not great, OK. The theme is 1980's frat corniness personified. Where's Spuds McKenzie? Alex from Stroh's? Beware of the kickout at the top of the playfield under the catty character. SDTM!
8.901/10
11 years ago
Jungle Queen is one of those Gottleib EM games that sneaks up on you when you think you have got it down. A really nice player's table that does not look like much when you step up to it. After a few games, you can't step away and that's pinball magic!

The Pros:
Solid art that uses more pink than just about any other game until Bally playboy comes around in a few years. The drop targets are at a good angle to help with the PF action and the upper saucers are tough shots. Wouldn't you know... the smaller flippers are great for cross PF shots to the drop target banks. Sometimes I wonder what this game would be like with slings... but this design is a winner all around.

The Cons:
The B lane is too damn tough to hit sometimes and getting the ball back up top is more chance than an aimed shot.

The Takeaway:
A great design all around. This game is not expensive and the table offers fantastic gameplay. So go get one already.
8.901/10
11 years ago
This review is based on my Jungle Queen review. Jungle Princess is one of those Gottleib EM games that sneaks up on you when you think you have got it down. A really nice player's table that does not look like much when you step up to it. After a few games, you can't step away and that's pinball magic!

The Pros:
Solid art that uses more pink than just about any other game until Bally playboy comes around in a few years. The drop targets are at a good angle to help with the PF action and the upper saucers are tough shots. Wouldn't you know... the smaller flippers are great for cross PF shots to the drop target banks. Sometimes I wonder what this game would be like with slings... but this design is a winner all around.

The Cons:
The B lane is too damn tough to hit sometimes and getting the ball back up top is more chance than an aimed shot.

The Takeaway:
A great design all around. This game is not expensive and the table offers fantastic gameplay. So go get one already.
2.088/10
11 years ago
Austin Powers is what happens to pinball when the advertising/marketing bastards get a bright idea for a new pinball game. The funny thing is that this theme could have led to a great game. But we got this one instead. Hmmm, we must have a chat with the designers.

The Pros:
The theme is a funny one and the sense of humor carried over onto this table.

The Cons:
Uninspired design, first generation toys. Lonnie Ropp borrowed heavily from the school of George Gomez PF layout. Worst BG ever. It's so bad... there is no-one to take credit for this abomination on the IPDB database, this is probably out of pure unadultered professional shame. The mini-me spinner... does not spin. The laser above the flippers is cool... if it works, and that's a big IF. We could go on for a while about uninspired rules and... you get the idea.

The Takeaway:
We see the War Monger and the Ring from later Stern Games hashed out on this table. Maybe this game was practice for these other later designs... yeah, that's the reason for this games' existence. It's practice and development time for the future Stern products!

The toilet was funny on South Park, this my friend... is no South Park. This game makes me want to walk away after 1 ball. Yes, It's that bad.
9.326/10
11 years ago
Mousin' Around is a game that never really seemed to get much attention. This is a shame, because, it's a pretty good table.

The Pros:
Possibly Ward Pembertons best table design other than Fathom. One of Pat McMahons best art package. Pat does not do realistic faces very well. He's a character artist and that is what this theme is about. The nicest Kitty titties you have ever seen grace the BG on this table. Take that you zoophiles! Now some people don't care for the look of this game, but I think that it fits the theme incredibly well. Funny and just enough naughty to entertain all ages. There are great shots all over this table, the lock feature is very nicely executed and the JP's are never easy to score. Wouldn't you know... there's a player's game in there.

The Cons:
I don't care for the 3 target bank in front of the center ramp. I mean a 3 bank of drops/standups would have been a gozillion times better. I'm not a fan of center ramps that offer unusually high scoring either. In many tournaments, the target wall is disabled forcing players to shoot for everything else on the PF. Other than this one part of the deck, the PF is fantastic.

The Takeaway:
A very good game. Would it stay in my collection? I don't know. I'm guessing no... However I'd be willing to give it a try and see what the long term holds for this pinball title.

Update:
I got a chance to play a really nice copy of this game at Dory Hill this past weekend and KMac showed me how it was done. One thing that he showed me that made a difference on this deck was the double scoring feature. Hit both ramps in succession and then go for the timed flashing white insert and hit the standup at the end of the right ball trap lane. Double scoring for 20 seconds! Two of the top players in the world were there that weekend and they didn't know about it. Three shots to double scoring with your jackpot lit! Speaking with Trent Augenstein I asked him about his copy in his collection and how he dealt with the center ramp rape.

My suggestions were:
1) Reduce the score from the ramp 100k to 10k
2) Place a timer on the ramp

KMac thought of:
3) three shots to the ramp and then the standup wall rises again

Trent told me about his mod to the game.
4) Take off the ramp. That way the ball shoots right back to the flippers at a random angle. This option requires no alterations to the software. Will have to try it sometime if I ever get the game or have a friend who is willing to mod their game like this.

- So ya wanna mouse around?

Update v2:
I got a chance to play the copy at PAPA and play it with its owner John Repogle. He had a brilliantly simple mod to the game. He put a couple of hard rubber bumpers on either side of the center ramp. This left a 1 and 3/4ths space between the bumpers and the hard rubber was cut to have a lateral line facing straight down towards the bumpers. The risk/reward factor on this game had been balanced! Simple, effective and if need be, easily reversible. Well played Mr. Repogle!

Update v3:
Talking to Zach and Kevin McCarthy at Blizzard Mountain Pinball in Conifer, CO these guys broke the game down and showed me a new level of playability with this game that I had not seen before. This is one of the best SYS 11 games ever made. I'm serious. This table is up there with Whirlwind and Taxi. I gotta find one now if I can. Between the increasing of the jackpot, the playfield doubler after two ramps and the right lock lane stand-up and learning how to sequence the locks (your doubler doesn't ever wait. it just keeps counting down in the plunger lane...) you CAN get a 10m jackpot if setup correctly. This is not easy. However, with a properly nerfed center ramp (this game REALLY needs it, it really does and this rating reflects a game that DOES have the center ramp altered) the rest of the PF opens up with some incredible gameplay. That and the end game reggae tune is absolutely irresistible.

Update v4:
The new competition ROM makes the wall come back up after spelling C-H-E-E-S-E. Game rule balance is much better now. A true delight to play. Scores updated.

Mousin’ Around
LA-4 patch f51e
Download link: https://tinyurl.com/yacdgjg5
6.667/10
11 years ago
Revenge from Mars is a game that has so many new things going on in it that it is a miracle that it was ever completed. This game has a story and what a story it is... however for now I'll focus on what the game is and how it plays.

The Pros:
Amazing tech and a great theme that was implemented incredibly well. The theatre of the modes (and for the entire game for that matter) are incredigly well done. Sound calls are funny, voluminous, deep and in true stereo. Destroying the wicked stepmothership always makes me smile. Hypno-Beam is a great way to mess with your epileptic friends. Lots to do and a surprising amount of flow for a smaller PF. This game looks and sounds brilliant!

The Cons:
Kickout can put that ball right between the flippers. As in kickout = deathshot? The game does not seem to be play tested as it should (secret tech rollout!) and some of the modes are very unbalancing. In fact, why mess with the modes when you can go for multiball, and go for it again... Sometimes the ball gets lost in the reflection of the display screen. Multiball over and over and over and over... points is points. Brace yourself, this game is HEAVY!!!!

The Takeaway:
A brilliant step forward in the evolution of pinball. AFM is still the better game though. Would have loved to have played Wizard Blocks, Playboy or seen what would come down the pipe when the platform was fully utilized by design teams... This game should rate much lower for the quality of pinball game it provides, but the rating system weights A/V heavily with these ratings. Tech seems to fail a bit after 10+ years. Replacement boards and monitors are a must making for an expensive piece of tech. A great game to play... in someone else's collection.

"RoboLincoln... Wins!"
8.536/10
11 years ago
Pinball Magic was supposedly Mark Ritchie's design for Capcom. He could not use his name due to a conflict of interest with Williams and his contract, but whomever designed this game... did a great job.

The Pros:
The toys on this game ROCK. Unlike Champioship Pub, the toys on this game compliment and add to the quality of gameplay. Dropping the ball into the critics mouths is one of the most ingenious skilled toys to ever grace a pinball deck. Truly inspired! The layout is solid and requires skill to make all the needed shots (and you're gonna NEED TO with this game) The art package is hot and the play feels great. Lots of little jokes are placed all over this package from a eternal spiraling of the pinball player on the BG to the persian magician poopin' the knives he had previously swallowed on the plastics at the back of the PF plastics (keep lookin', there's more!). A great combination of shots that take you all over the PF on your pinball journey to defeat Magda. This game is blisteringly fast! The levitating ball is a great trick. The wand is a brilliant toy. The first time I saw it my jaw just about dropped onto the lock bar. Defeating Magda is always satisfying. A true skill shot at the start of the game that also leads into the multiball start for this game. As the game progresses, the tasks given to you become much more difficult.

The Cons:
The progression of shots can be monotonous. Calling mystery programmer... can the 3 task levels randomize the 6 minor magicians within each level before you get to Magda... please? that is the only thing that this game really needs from a rules perspective. Drop targets sometimes feel sticky. The game must be set up super nasty or it can be a gimme. Some modes are difficult to figure out and complete. I STILL don't know what do do with the Match the Magician's Color mode.


The Takeaway:
A great first game right out of the gates for Capcom. Wished they were all like this. If I had to have Capcom pin-games, this deck and Breakshot would be it for me. The technology and ideas that Capcom brought to pinball are excellent and I am starting to see some of these ideas being put into games today nearly 20 years later.
8.327/10
11 years ago
Breakshot is a dmn fine game from Kmiec and team. This was considered a "Back to Basics" or "The axe is falling, soon" design. Why does poor Greg get stuck in these situations?

The Pros:
Once again, evidence that a well thought out ruleset and scoring will make a simple layout shine is blindingly apparent here. There is only one toy and it's one of the best ones I've ever seen. The modified up post working with the multiball lock is abolutely brilliant. The artwork is bright but not distracting, and the guy in the BG is holding a... Beer! Going through all the billiard games to the wizard mode will make you a happy pinhead. Wax this baby up and she screams. It's hard to believe that there is this much play on a game with no ramps or tunnels. Much credit to the design team for this table, it's great!

The Cons:
Like all Capcoms, they didn't make too many of these.

The Takeaway:
I gave the audio a 6 because the game says "Go for the moneyshot!" With Pinball Magic, the best Capcom ever did with pins. I'd go as far as to say I like it better than PM. An absolutely incredible single level game with no ramps. Proof positive that Greg Kmeic still had it in him. He must have channeled the ghost of the Zale on the creation of this righteous game.

I like mooses.

Update:
This is another game that has to be set up properly to sing. The last few copies I got my hands on were "easy" players and I ran the table with the quickness. I like this game a lot, but it must be tuned, fast and have a pretty tight tilt to not get into the bore-zone.
4.763/10
11 years ago
I remember playing this game once... and it was once too many.

The Pros: A solid layout with 4 flippers.

The Cons:
Too many to list. Unbalancing rules, clunky mechanics. The game just feels incomplete. It's too bad too, the PF design had promise.

The Takeaway:
Take it away... please. - Milton Berle

Update:
I got to play a really sweet copy of this game and the owner did their homework. The game was originally supposed to be a zelda, then an american gladiators (tv show) game and agreements just could not be finalized with all involved. so gottlieb said "whatever..." and turned it into "gladiators." The good news is that this game shoots great! damn the rules, to hell with strategy. You want a fun game to PLAY!?!? Shoot for the saucer under the upper right hand flipper with a cross playfield shot from the upper left hand flipper. Oh yeah, and the rest of the playfield shoots great! Mystery programmer, where are you?!? As long as your name isn't Louis Koziarz... we good. Would this game have a place in my collection? I'd love to shoot it every day. Now, there is a homebrew pinball maker that took this game and re-themed it to Zelda and made better rules. Where is this thing? I want to play it now! However, in it's current state, I'd play it. Just to shoot it. I just wouldn't pay attention to the score.

Pinball Trivia time! When was the next powerful creative layout with 4 full sized flippers? It's not Radical (1990). This game was made in 1993. Could it be... Willy Wonka?!? NO! There was also Game of Thrones Preem/LE with the upper playfield! What other games have 4 full sized flippers after this design? let me know!
8.660/10
11 years ago
I thought the Fonz was cool when I was a kid. Lots of people thought this game was cool as well. This was the best selling game of it's generation and is still considered to be a "true classic" by many players.

The Pros:
Classic Bally pinball from 1977 in so many ways. This game can be really tough especially with the outlane on the left... you have to be able to deal with it or your games will be VERY short. The horseshoe and the spinner shots are incredibly satisfying. Paul Faris is doing his best MadDog impression with this artwork. Well if you're going to steal... Light and rip the spinner for maximum pin-pleasure.

The Cons:
Ball control is very difficult. Many of your pinballs come straight down from the bumper garden and in between the flippers. No touchie! AAAGH!

The Takeaway:
This table was the production number title holder until Williams put out the special edition run of Addams Family. It was a great table for it's time and still is if properly maintained. This game is nearly 40 years old and it will still it make you work for every point you score. The rules of the game are very EM like. Simple, but not easy to complete. Must be properly setup and maintained to play as it should. Fresh wax and a rubber kit is required.

Update:
This game can be broken down to just a few shots. Notably the 8 ball stand up and then ripping a lit spinner as much as humanly possible. This deck is an operator's dream as games can be INCREDIBLY short and that left outlane is one of the hungriest that pinball has ever known. Is this a good game, yes. Is it a great game, no. At the same time, I don't know what it is... but I absolutely adore SS chimers. That and it just doesn't have the charm or complexity of games coming down the pipe even just a few years later (Notably Flash Gordon on the brutality scale). IF you love Happy days or have an emotional attachment to this deck (cu'z they were frickin' EVERYWHERE) great! Otherwise you can get much better players for the cash these tables are demanding. Play scores adjusted accordingly.

Update 2:
Learning more about the bonus multiplier from the top lanes or the right loop makes this table much more interesting. Any time your spinner/kickback isn't lit. 8 ball. The spinner is still the main (and safest)shot in this game, but because you have to preemptively shoot the 8 ball first, there really isn't any time when you are not in danger on this table. When set up properly, this is a very random, yet very skillful table. I can see why players and ops love it. a 5 ball game usually goes within 90 seconds and this table does have that all important "Just one more game" quality to it. This table was at the right place at the right time in 1977. Over 20k copies sold. I like this deck, I respect the gameplay, will I ever get one? Who knows.
8.733/10
11 years ago
I remember playing this game as a kid. It was a good game then and it is a good game now.

Pros:
The slings keep the ball away from the flippers. See my review on Lucky strike about this in combination with the saucers on the side of the pf. The sucker shot is the swinging target. Classic risk vs. reward strategy. Personally, I like to light the spinner and get that baby turning. Christian Marche is remembered for the pointy people, but this package is another masterpiece in a style that he is not as well remembered for. Light and rip the spinner!

Cons:
It can be a repetitive and there are some lulls in the scoring that require you to wait for a certain target to be hit to advance the center scoring to the next desires position.

Takeaway:
A good game built on classic design and rulesets. This game must be supplied with fresh rubber sets to keep it challenging. Considering this game came out in 1976... it was and still is fun-fun-fun!
8.733/10
11 years ago
I remember playing this game as a kid. It was a good game then and it is a good game now.

Pros:
The slings keep the ball away from the flippers. See my review on Lucky strike about this in combination with the saucers on the side of the pf. The sucker shot is the swinging target. Classic risk vs. reward strategy. Personally, I like to light the spinner and get that baby turning. Christian Marche is remembered for the pointy people, but this package is another masterpiece in a style that he is not as well remembered for. Light and rip the spinner!

Cons:
It can be a repetitive and there are some lulls in the scoring that require you to wait for a certain target to be hit to advance the center scoring to the next desires position.

Takeaway:
A good game built on classic design and rulesets. This game must be supplied with fresh rubber sets to keep it challenging. Considering this game came out in 1976... it was and still is fun-fun-fun!
8.458/10
11 years ago
Paddock is a great looking and playing game from Williams.

The Pros:
Christian Marche kills it again with the pointy people. Now some people don't like his artwork. I love it for 2 big reasons. 1) Tight deadlines mean sometimes you have to come up with a technique that communicates from a distance as well as close up. Cut paper seems to do the trick. I dare you to find a modern pinball artist to create nearly 150 art packages in around 10 years. 2) No other artist has conceived an art style that says "Pinball" like Christian March did with this technique. Now if you've read my reviews, you know I think the world of Dave Christensen. But I have seen other artists (Paul Faris in particular) that have taken his look or other artwork that has been used in different situations that could be mistaken for Dave Christensen's handywork. There is no one who has done anything that I have seen that looks like the pointy pinball people anywhere else. Not only that, but then he will create detailed and intricate art packages like space mission/odyssey and Space Time/Time Zone. I believe that sometimes he had the time to create beautiful pieces of artwork and sometimes he had to choose his battles with the clock.

Norm Clarke designed a game that plays very well. Getting all 4 standups/bumpers lit is fun and lights up the whole game. The rollovers are a nice addition, and the 4 slings keep the ball moving side to side. You'd better pay attention so that the ball doesn't drain down those outlanes.

The Cons:
The horse ate her hat.

Takeaway:
A really good game from Williams for this vintage of pinball. Maybe it's just me, but some people need to understand that just because that they think that artwork does not look good, doesn't mean it's not great.
7.213/10
11 years ago
Miss-O is another game that utilizes the center bumper. The jury is still out on this game... check out why below.

The Pros:
Interesting shots, the horseshoe works very well with this setup. Good action up top with the bumpers, good action below with the bumpers.

The Cons:
The center bumper needs to be fresh and lively or the game gets old quickly. Fresh rubber helps as well.

The Takeaway:
My play rating is a bit low on this game as the owner had replaced the 2 inch flippers with 3 inch flippers due to his frustration with the quick gameplay. I'll review this game again when I get a game set up to play as designed with bouncy rubber (esp by the fleepers). I also think that with the horseshoe giving the add a ball on Cue-T... I may like the other version better. Can't wait to get my hands on a copy.

Update:
Carnegie, PA, comin' through! This game was setup with the 2" fleepers and played as it should. Man, those eeety-beeety-fleepers were tough to work with, but it completely changed the gameplay and made the game a challenge as compared to a "What's goin' on here???" experience. This game MUST have fresh rubbers to bounce around as it should. Don't flip unless you need to. Otherwise you're gonna get bitched. Even with the pop-bumper between the flippers to help out the team... you can expect to lose a few soldiers between the spaces waiting hungrily on this deck. Expect it and play accordingly. I think once you get the "feel" of Miss-O, you'll have a great time playing this table.
8.087/10
11 years ago
Travel Time is an unusual game with timed gameplay mechanic.

The Pros:
A novel idea that was not implemented this well again until Safecracker. This game requires some interesting strategies as there is no bonus and in the case of this game, heading out on the outlanes is a good thing. Where do you put the ball? How do you maximize your time on the PF between points and hitting targets that give you more time (hint... go for more time!) The Christian Marche art package is spot on all around. Even the cabinet is just right! While Vacation like is the best way to describe this theme. Which is strange in the sense that this game is about tension with the clock. The game's action at the top is tight and fast, at the bottom it is open and due to the flipper layout, requires a bit more nudging than most games of this vintage (esp. from Norm Clark) would require.

The Cons:
The saucer is more of a luck than an aimed shot. This game has got to be set up JUST RIGHT, or either the player will play forever and get bored, or they will get worked very quickly and in a frustrated state, walk away to never play this game again. Nothing is more frustrating than just reaching 0 seconds on the clock AND THEN... getting the stop clock target. This table must be fresh, fast and bouncy to play as it should.

The Takeaway:
Find this game and hope that it has been "dialed" properly. If not, just know that the difficulty settings on this game make all the difference. If this deck is in a personal collection, session it out and see if it's nuances and strategies come to your gameplay. If this game is set up properly and adjusted to your play style... it can make your game room a very exciting place to be. The technology is much older, but like Safecracker, this game (when setup properly) is more than a novelty.
7.570/10
11 years ago
Eight Ball champ is a game that requires you to make tight shots all around the table.

The Pros:
You have to be on point to get this game to sing. Bonus is king... so making the shots you need to max your bonus is your priority. Collect the upper alley to collect the 8 and you are on your way to a high score in combination with your 5x bonus. The 3 laness at the top of the PF require accuracy. Your aim must be on point or you will suffer quick drains. Drops in front of standups are always a good idea in my book. Gibson girls are cool!

The Cons:
The 3rd flipper, is it really necessary? I don't really think so. The shot is easily made from the lower right flipper. This is a control game, so keep this deck waxed to keep you from getting bored. Is it just me or does this game feel like it's Fathom's idiot brother?

The Takeaway:
Eight Ball Deluxe is the best game George ever designed. This one is alright as well, but considering it came AFTER EBD with no multiball. I can see why at the time it was produced that it never took off. EBC is a good game.... not a great one.

Update:
After spending some time at Flipper McGill's today (WELCOME BACK!) I like this game a little better. Drops with standups are always a good thing in my book (this is especially true when the individual targets alternate between the up and down state as they are shot) and this game requires you to shoot all over this table. The orbit and the spinner to the top 3 lanes are tight and the left orbit to the top saucer is a bit wider, but needs a solid shot to make it all the way to the top of the PF. This wide open PF seems to send the ball toward the most evil outlanes to gobble up your ball with a most common frequency. I like this game more, the more I play it. This is a good sign. Me still no likey the upper fleeper though.

Update V.2:
After spending more time at Flipper McGill''s this weekend I did the un-thinkable. I read the rule sheet on the game's apron... IMAGINE THAT?!? Spell out C-H-A-M-P in the top and inlanes to double all PF scores. Again to triple them. The top half of the deck (which looks an awful lot like Fathom) is now ready to be shot for. The left most lane is a great choice as it will lead to the bonus X saucer AND drop the ball down into the H-A-M lanes. The game will cue (Ha! get it?) you to which drop target needs to be shot. I am partial to lighting the spinner as high as it can go at 3x PF scores and ripping it myself. The lanes fully lit are worth some kitty too, but the spinner at 15k plus a spin... too hard to pass it up!

With only 1500 of these games ever made... Find one if you can!

Update #3:
I played a copy that had the lane change wires removed from the flippers and it changed the difficulty of this design dramatically. Now this game plays with more balance and longer term value. This also makes the skillset of nudging at the top a necessary technique to get all the C-H-A-M-P lanes up top and in the inlanes. H-A-M has never been so hard to come by and makes the 2x/3x playfield scores a worthy goal to chase. I would love to have this game in the stable with this minor and easily reversible mod. Scores updated!
3.939/10
11 years ago
Speakeasy is a game that was made in 1982 that feels like it was made in 1972... really.

The Good:
Umm... not the run of the mill game from 1982. The hanging targets are a nice idea. The art package on the BG and the PF looks solid.

The Bad:
A boring game that is as likely to give you extra balls on a wheel spin as it is to take it away from you. Not a skills game, a luck game... in a big way.

The Takeaway:
This game has so much going for it and it's still a complete bore.
7.169/10
11 years ago
This is not the Williams High Speed-Getaway. This is a completely different table in many many many ways.

The Pros:
A unique and different PF. The spinner is nicely done. The upper right hand side of the PF and the grid/ switches are brilliant.

The Cons:
This game's artwork is lacking. Another game with a strange 3rd flipper.

The Takeaway:
The hardware on this games feels very light and different than other manufacturers. The flippers are are incredibly responsive. With this in mind... the game plays quite nicely and will offer a very different and unusual experience playing pinball.
8.305/10
11 years ago
This review is based on my 2001 review. Galaxie is the first game with multiple drop target banks.

The Pros:
20 drop targets gives you lots to shoot for. Things get more interesting when you have fewer targets to shoot for. Getting the ball to the top of the PF is always a challenge. Skills!

The Cons:
Eeeeety beeeeety fleeeeepers can make you nuts... sometimes. Not Gordon Morrison's best art package, but still serviceable.

The Takeaway:
A damn fine game that has stood the test of time. Just one more reason to remind ourselves that Ed Krynski made our lives better through pinball.
3.524/10
11 years ago
Argosy is a game that looks cool when you step up to it, but the play is limited.

The Pros:
A big ship in the middle of the PF greets you when you put your fingers on the flippers. The BG art is detailed as well.

The Cons:
Boring gameplay. Dead space in the upper left hand of the pf. ZZZZ

The Takeaway:
It looks cool, but it does not do what it should. By that I mean play well. Chris Otis designed 3 games, this was the worst, but none of them were deisgns that were players.
7.715/10
11 years ago
Corvette is a game that is a good game... that needs some attention from mystery programmer.

The Pros: A brilliant curving PF design with shots everywhere. Flow is all around and when waxed, the ball screams around the PF. Supposedly this game was originally designed to be a widebody game and it kind of makes sense. The PF is tight with lots of twists and turns in it. Combos are KING on this deck. You have to make accurate shots in this game.

The Cons: Uninspired rulesets (reminds me of JM...) and some strange spots on the PF with the engine block toy and the car race. Both spots could have been better utilized on the DMD and given the game an even better feel. Unbalanced scoring makes this game a coulda-shouda-been.

The Takeaway: A good game that could be much much better. If you want a fast car game from Williams... Getaway or I-500 are far superior choices for gameplay.
4.864/10
11 years ago
This game was a table that I had never played before until I went to PAPA.

The Pros:
The basket shot/magnet is very cool and it's great to see a PF spinning disk again. Yeah... magnets work well too, but I like the fireball feel to a PF when this feature is in it. And this PF needs it (hence the 8). Rules are straight forward and the game plays nicely. The Ramp within the ramp plays great. A bit of flow if you can find it.

The Cons:
Fan layout and bland artwork. 3/4ths of the targets inserts make no sense. Still, this game is better than rolling stones... Supposedly made for Chinese markets... When have you ever heard of ANYONE PLAYING PINBALL IN CHINA (with the exception of Zen...) LeBron is not in Cleveland... A.I. is not even playing in the NBA. Time marches on!

The Takeaway: S'alright. We see a very similar layout not too long after this game in Rolling Stones. Better than RS, but... I'm not really feeling this deck either.
7.082/10
11 years ago
Gottleib Double action is a game that makes you work it and then sacrifice your ball to the pinball gods for big points.
The Pros: Lots of action up top and precise shooting skills on the bottom half. A good combination of nudging and shooting. There is movement on all parts of this PF. Building up your bonus and then collecting is the way to win with 10x scoring when lit.

The Cons: The BG is boring. The PF is just a bit better for the artwork. The second set of flippers are best at shooting the ball towards the outlanes. Ignore them.

The Takeaway: A really good playing game that needs a better art package. This is one of Roy Parker's most bland looking tables, and that's a shame, because Wayne Neyens designed a great player.
8.031/10
11 years ago
Starship Troopers is a game based off of an over the top movie based on the book by Robert Heinlein.

The Pros:
A very nice PF layout featuring lots to shoot for and a fantastic flipper arrangement. The third flipper is expertly placed to shoot for the saucer on the lower left of the pf and if used well, is a great trapping/stalling tool. It's a flipper, and one of the few spots on the game where you can influence the ball... so work it! The orbits and the ramps flow very well and the standups are placed very well across the PF. The blue and green targets in the upper middle PF all require sniper accuracy. The Vari- target is awesome and better than the one that was in Bad Cats. The skill shot to the hole to the left of the upper lanes requires precise plunging. Or you can hold the left flipper down and go for the ramp. Planets can be stacked and collected from the VUK. Flipping your briefing officer to death is always entertaining. I really like the BG with the rough look to everything other than the actor's faces. Everything else is in blurry/broad strokes of the brushes which gives a great sense of action and goes along perfectly with the theme. Some people don't like the screaming bugs... it's perfect for the theme.

The Cons:
This game has some unbalanced scoring with modes. Orbit multiball is worth too much, is too easy to start and is relatively safe. Not the deepest game out there. Can get monotonous even with everything you have to do. I'm not the biggest fan of the backbox. Klendathu can be a bit of a flail-fest with no real sense of urgency to it.

The Takeaway:
A very nicely done game that while it's not the deepest one out there... is a blast to play and if it appeals to your sense of humor, is hilarious. The third flipper really makes this game stand out and once you get used to it... makes you wonder why more games were not created with this design. Find one if you can and play the heck out of it. Make those bugs scream! You'll have a blast while you are playing pinball. I think this is Balcer's best design other than the work he did with Keith Johnson on TSPP.

Update:
13 shots to the wizard mode. Can it be done? It can. But since it is a random recon award, there is a good chance you will not get it. At least the first time you do it. Granted 6x shots to the ramps may not make getting to the 6th level recon awards is a gimme, the ramp entrances are wide and the ball feeds back to the in lanes safely. The recon/random awards are the bane of this game. Everything else is pretty darn good on the rules here.

Calling mystery programmer!!!

The layout is good, the shooting range is fun (when working as it should) and the shots feel right. The double flippers on the right are a great throwback to the Bally games of the 70’s and made even better with the cradle to the saucer shot.

I like this game a lot. Will it ever get “fixed”? Who knows... in the meantime, it still is a blast to play and is a sleeper in my eyes. Find it, play it, enjoy!
8.705/10
11 years ago
Zaccaria games have a look and feel all of their own to them. Fortunately, this look and feel is a great one and this is a good example of what they can do.

The Pros:
A creative layout with tight shots to the ramp and the upper orbit. Lots of drops and a 3d bg WITH animated doors to let you know you hit the ramp. The reflex flipper on the right requires skill and adds to your strategy (gotta keep that flipper lit! So hit those drop banks). 12 drops including the freestanding orange target mean your sharpshooting skills need to be on point. The 3rd upper PF flipper is placed perfectly for drops and the upper orbit. Great action by the inlanes and outlanes.

The Cons:
These machines do not seem to be the most reliable. Finding parts can be a real PITA.

The Takeaway:
A great game for a home collection for someone who can repair a game that has manuals written in Italian (english manual provided on the ipdb.org). A great game with lots of shots and choices to make. "Count Zaccula awaits!"
4.417/10
11 years ago
X's and O'x is a simple game that is rarely easy.

The Pros:
Greg Kmeic put together this great playing game and made it skillful in all areas of the PF. Considering there are just standups and 1 set of drop targets... the bill of construction must have been minimal. What he did put into this game was a ruleset that will challenge even the most skilled players. The skill shot requires true skill with timing and pressure. The upper left hand side of the PF requires accuracy and nudging. The theme and artwork are goofy and make the player think that they are in for a game that should not be taken seriously.

The Cons:
I can't believe there is not a spinner or two on this table. Still the way the game scores with advancing scores over lanes, it makes sense.

The Takeaway:
Hearing that "Whack - Whack" by completing tic-tac-toe is one of my favorite sounds in this (or any) game. If you heard it and you knew about this feature, chances are... you played well and earned it.

Update:
Awesome wub-wub B/G sounds. As much as I want to play the whole game, the upper left hand side of the PF feels more and more like a waste. Scores adjusted accordingly. Play Mystic instead.
8.377/10
11 years ago
Straight flush snuck up on me... in a good way and in a big way. I love it when a game exceeds expectations.

The Pros:
The gameplay is hot. The game I got on had fresh bumpers and rubbers and it played like a champ. Eeeety-Beeeety-Fleeepers with no inlanes and a large space with bumpers in between them require a skill that takes a while to learn. This is a good thing though. When you get back to Wheel of Fortune... you will be well prepared. Roy Parker did a bang up job with this BG and the ladies on the PF look fantastic. Wayne Neyens did his job well and must have had that stopwatch out to make sure this deck did it's job... which it does... very very well. Roto-targets are rad!

The Cons:
Finding one in good condition is a rarity.

The Takeaway:
A brilliant game from 1957 that plays incredibly well and is always challenging. Considering that the score is lit and there aren't score reels on this table... this game is years ahead of it's time.
7.896/10
11 years ago
NBA Fastbreak is a game that takes a different look at pinball through basketball. I believe that in that sense... it succeeds.

The Pros:
This game looks wonderful. Deep rich oranges and purples. The BG looks fantastic and while the composition is not the best... the players are instantly recognizable and even Nick VanExel looks good. I would absolutely LOVE to play this game head to head with another player. Where's the hookup between 2 copies of this game! I will say that even on it's own... this game is fun. The blocker target going between the lanes and the ramps is a great toy.

The Cons:
The standard Gomez Fan layout comes back to haunt us... Me no likey the BG animation with the ball in the hoop.

The Takeaway:
A good game that does a great job at working within the limitations of the design task. This game needs a S/W update... CALLING MYSTERY PROGRAMMER!

Update:
I got the chance to play a really nice copy of this game at D&D Pinball in Tucson AZ, and I have to say, even on it's own without a linked copy... I was impressed. The shots are smooth and the left ramp in particular with it'd diverter was very smooth in both ball paths. I never knew that the left orbit had a "Theater of Magic" Loop that went all the way back to the right flipper. I guess I have only played copies that were not that well maintained. Crisp flippers are a must for sure. Especially when concerned with the center shot. Shots that do not make it to the basket are always in danger of SDTM. The ability to "pass" the ball between the 4 saucers is a great feature and spot on for the theme. The "trivia" of the game needs more to work with and a serious update. At first I thought the exit from the pops would mean a center drain, but the copy I played in Tucson, it never happened once. The BG animation is well done. Finally, the scoring. When you learn the table and understand the rules... this table is linear in scoring and really well balanced. People bag on the scoring and I can see their POV, but here is why I like it. You have to make very specific shots to access the ability to score points, and then make those shots. Yes sometimes you will get more points which feel like a gimme from Crazy Bob, but you still have to light and make the shots!!

What I really want to do is to play two linked copies. Real time competitive pinball! I have yet to witness this momentous event!

One more question. What the heck is Egyptian Soda?

Update v.2:
I FINALLY got the chance to play 2 linked games down at D&D Pinball in Tucson, AZ.

WOW!

I thought Joust was the best head-2-head pinball game ever made. I was wrong. This game linked up is the best pinball game of it's kind ever made. For real. Not only are you competing against your opponent, but you are cooperatively completing tasks to extend your game in the championship game. Absolute brilliance! Find a linked pair if you can and know that your life is better for playing it with a friend!

Rules, gameplay, theming, lastability and FUN, all 10's!
5.871/10
11 years ago
This game looks like it would play well. I got my hands on it at PAPA and it was set up and played very easily. I rolled it after my first game. With this in mind this review is made with the idea that this game can be set up in a more challenging manner. Please note that the score for play is what I found on this single machine.

The Pros:
Good shots. The game PF is space odyssey/space mission with a few variations. The spinner in the middle of the PF is nice. I really like the inserts on the game as well. Christian Marche does the artistic honors and puts together a nice package.

The Cons:
The game I played was too easy. Set it to 3 ball, steepen it and open up the outlanes. Fortunately, there are software adjustments as well.

The Takeaway:
With some tweaking, this game could be a player. I still think I would like space mission / space odyssey better though.
6.229/10
11 years ago
Big Hurt is one of the best Gottleib games to come out during the 90's.

The Pros:
Great shots, triple ramps and a moving glove to keep you occupied at all times. One of the best Gottleib Layouts. I had never heard of Bill Parker before... but he did barb wire and a few other of the better games from Gottleib. The game does not really have flow, but it has some great shots. Scoring a home run on the upper deck is always a rush. I usually don't pay much attention to the cabinet, but the ball screaming out of the park in flames as it's stitches pop off is a great visual. The glove moving back and forth at the top of the ramps is a fantastic toy that integrates into the game seamlessly. Well done on that glove.

The Cons:
Trading in your cards to double your score... um...(take a sip of coffee) yeah. The artwork on the pf is good, but esp. on the BG, is not the best.

The Takeaway:
IF properly maintained and kept fresh, this is a very fun and entertaining table.
3.645/10
11 years ago
Shaq is a game that has some interesting things going on for it that don't come together for great gameplay.

The Pros:
The ramp to the basket shot is very well done. The shots through the spinning disc are great to hit. The points kept for all players is a nice touch as well.

The Cons:
This game gets high ratings on the "meh" factor rather quickly. It just does not feel like it should. The saucer shot in the middle of the PF seems out of place. There seems to be a lot put into this game and it just does not pan out as it should. Shaqzilla looks like he is made out of Tootsie Rolls on the BG. Seriously... he has tootsie rolls for legs.

The Takeaway:
Maybe I need to take some time to really get to know this game and find out what all the positive reivews are about. Maybe I'd rather play another game I know I'm going to enjoy. Might be good for the Shaq or the B'ball fans.
4.418/10
11 years ago
Baywatch is a game that should play like a champ. It plays better than most segas, but not like a champ.

The Pros:
A complex layout with lots to do. The Sharkfin flipper is cool. There are 5 or 6 habittrails on this table. Video mode is interesting and the DMD looks good.

The Cons:
A ruleset that leaves much to be desired, if you can figure it out and the machine is up to spec. The BG has people made of clay on it.

The Takeaway:
I played a game with strong flippers and a new set of rubbers and was not swept away by it. Maybe I'll get another chance to play it and really get to know it. Maybe I'll play another game that I know I'll enjoy. Just remember... the Hoff is watching.

Update:
I finally got a chance to play a copy of this game in good working order at the Dory Hill Tournament last week and this is what I have to say after some mileage on this deck. The layout is an interesting one with lots to do, regardless of the manufacturer. The gameplay is good WHEN THE GAME WORKS. Now for some reason, this deck feels like Addams family to me with the layout. The lifeguard shot is a long one and very steep right at the end. Requires precision and a strong right flipper. I also like the ramp from the upper left flipper. Shades of Tommy. Standard issue Sega/DE rules have been altered slightly to the better, but still miles behind most B/W decks. Scoring is heavily biased towards multiball. Hit the drops and the lifeguard station ramp and rip it up. Rinse and repeat. Spend as much time as you can in Multiball... is that such a bad thing? Not really, but still, this game could be SO much better from the standpoint of balance and rules. Do we need 6 players per game, no. But it is a nice thing for the big parties. This game isn't seen about much. May have something to do with the BOM on this deck.

My ratings on the sound/ artwork stand. This game does not look or sound very good to me. If you can find one cheap and have a Barbwire to put it next to, why not? Now that there is one that i can access that plays well, I'm gonna play it some more. I'd like to find some of the game's secrets. I wonder what a programmer like Keith Johnson could have done with this design. Scores adjusted accordingly.

Now with "Turbo Bumpers"
7.237/10
11 years ago
Cheetah is a game that has some unusual shots and for a widebody game, does not seem to play like one.

The Pros:
An interesting layout designed by the great Harry Williams. Some of the shots have an EM feel to them, but not the Gottleib EM feel. 3 spinners is always a good thing. The art package looks lush and vivid.

The Cons:
The shots are unusual, but do not always work as they should. The uppermost horseshoe spinner is in a strange spot and is not condusive to... well spinning. The top 123 drop targets are luck shots off the top bumper.

The Takeaway:
A relatively rare game with some cool shots. Is it a great game, no. Is it a good game, if well maintained. Otherwise it's just OK.

Update:
Another game I got to do for Pinburgh 2013. I like this game a bit more now that I have an idea of what to do. So what do you do? Well, you do what you always do on early Stern pinball games. Drops and spinners. For this game, I would focus on spinners. All 3 spinners are more than 2/3rds away from the flippers and even the lowest one is partially obscured by the upper left flipper. Knocking down the 1-2-3-4-5 drops as lit with the yellow numbered inserts requires solid aim. 4 banks of drops, 3 spinners and some interesting shots, make this game more of a player than I originally thought. There is 1 exception. Balls seem to jump the inlane guides a bit on this deck. There has to be a "riser" of sorts to take care of this characteristic. S'not cool... man.

Update v.2:
Got a chance to play a museum piece quality copy of this game. After a bit of play it came down to building the bonus x and collecting the bonus from the lane behind the upper left flipper. While this is a Harry Williams game, the PF sports some strange dead spots and active pops are a must if you want to collect bonus X from the top drops. Ripping the spinner is satisfying, but the tuning on the game has to be spot on if it is going to be worth the effort. I have a deep appreciation for the 1-5 drop target sequence and while some of the awards are good... bonus collect is where it is at! Set it up (may take a bit, but it is worth it), rinse and repeat! A good game, but I am of the opinion that Big Game is the best big ol' booty Stern (v.1) game from Master Williams.
8.839/10
11 years ago
Nine Ball was a game I was really looking forward to playing this game and seeing what all the fuss was about...

The Pros:
A cool layout with lots to shoot at. The spinner is nicely done and the playfield seems wide open, but has lots to do. Drop targets everywhere! The skill shot to light the spinner requires a soft touch.

The Cons:
Maybe the copy I played was not up to snuff... this game was boring. The BG art is uninspiring and the play on deck did not keep my interest. 173k bonus... why? Saying the rules of this game are not obvious... would be a monstrous understatement.

The Takeaway:
I'll see what happens when I play another copy. In the meantime... even with so much to shoot for, this game rates as a dud to me right now. I mean I can see how this game would be a shooter, but I have yet to experience the magic. If anyone has a nice copy of this deck in Colorado I can session out... let me know.

Update:
I don't think I have ever been so wrong about a pinball game in a Loooooong time. Nine Ball has serious game. I have been fortunate enough to meet with a local collector and session this table out for an evening and this game sang a sweet tune. Steve Kirk created a true player that requires sniper skills with 14 drops, a horseshoe loop, standups and an incremental spinner. Most of these shots are at least halfway up the PF and at steep angles. Granted I had to have someone show me how to get this game to score, but the process is challenging, frustrating and fun. Try to get 173k (why 173k?, is there a pin-secret I don't know about?) from the upper horseshoe loop and standup if you can. Goodness knows I tried. Multiball is loadsa fun but rather worthless as far as scoring is concerned. Building the spinner and ripping it up is incredibly satisfying. If this game was more transparent, I think more people would dig it, but my name isn't "Captain Obvious" now... is it?

This game joins the likes of World Poker Tour and Attack From Mars for wide open PF's that pack much more of a punch than one might think it would at first sight. Give this game some mileage and you will be smiling every step of the way.

Update v.2:
The most frustrating lock shot in all of pinball. Worse than Catacomb. However, in the big scheme of things, it is not critical to big scores. Mulitball has no PF multipliers or scoring bonuses of any kind. Working the drops for the super bonus and the multiplier make a big difference. This game must be properly tuned to operate as it should. This is especially true for the drops (all 15 of them) and the ball trough switches. Another thing that is awesome about this game is that there are big point shots that you DO NOT want to make during gameplay if you are going to maximize your scores. The skill shot requires, skill (imagine that) and early on in the numerical sequence, the dead bumper is something that you want to shoot for! Out of all the Stern (v.1) games out there, It's easy to see why this game is in demand by players collectors. This deck has the most "game" in it of that company and vintage. Yes, It's even better than Paul Bunyan...

Steve Kirk's Magnum Opus!

Side note:
I am having a devil of a time getting my trough switches to behave. Any ideas on what to do to make them work as they should? Thank you!

Update V3:
Trough switch wires replaced and the game works as it should. It's super-awesome-O now! Playing this game does not get old. Find one, get it, play it. Life is good.
7.146/10
11 years ago
Ali is another game from the great Harry Williams that he designed for Stern.

The Pros:
A nicely done open playfield reminiscent of Galaxy, that requires accuracy from the saucer on the right to the horseshoe loop on the upper left. The upper drop targets are necessary to build your bonus to get a decent score. I never cared for the saucers on the top lanes, but they do take a bit of nudging to land them. An open design and fast requiring control and accuracy.

The Cons:
This art package is hideous. I mean... Bob Timm did 3 packages and Seawitch was a masterpiece compared to this. 6 Ali's on the BG and a floating prototplasmic ghost of Ali on the PF. Count the shadowboxing profiles and that's 11 images of Ali's on this game. The signature by the bonus count... The cabinet says his name on the sides... ugh. WE GET THE IDEA! Another horseshoe spinner that doesn't really spin unless papmered to perfection.

The Takeaway: A good game that never really got around. Maybe people were scared away by all the Ali's.

Just in case you didn't see it... The game is called Ali.

Update:
I got the chance to play a museum piece quality copy of this game and I have to say that I was impressed. Nudge-tac-u-lar top saucer lanes mean that just because you got the ball into the right spot, doesn't mean it will sink in. The upper left hand side of the PF is your next focus and while similar to 9-ball, the 3bank means that you have to shoot even more accurately all the way up the PF. Rank that bonus up to 5x and now focus on the saucer on the righty-tighty lane to the bonus collect saucer. Rinse and repeat. While the 6 digit score could REALLY use another zero or a modded (no last digit zero) ROM to accommodate for the scoring needs of this table, you may have to just settle for keeping track of your own score. Shots dropping from the top of the PF must be paid attention to as the slow death of SDTM is a common fate on this Harry Williams design. In summary, take good care of this table, and you will be a happy pinhead!

The king is dead, long live the greatest!

Update:

Maxing out the drops on the left and maxing out the bonus collect on the right. Make sure to get to 5x from the top drops asap and mind the flipper gap. The rules on this game are quite balanced and the Harry Williams design on the PF is solid. This game is an excellent example of why Stern v.1 games are underrated and passed over by many collectors. This design is dangerous and fun to play. The only things it really needs is a modified rom to take out the last zero on the score. Re-theme or at least a re-envisioning of this art package, please. And while i do not care for the multi-ali art package, this pinball design makes up for it in solid gameplay.
7.710/10
11 years ago
Meteor is a drop target shooter's delight.

The Pros:
Lots of shots to make that require accuracy and control. The upper flipper is utilized incredibly well. This is one of the best single level PF's ever designed. The spinner is in the perfect spot for a solid shot from the lower left flipper and that standup when lit with the special is the most tempting sucker shot there is. Perfect placement of the red pop bumper keeps you on your toes. 4 banks of drops mean that you are in for a sniping delight with this game. Ripping that spinner when fully lit makes me do the happy pinball dance.

The Cons:
I'm not the biggest fan of the BG... but heck... I'm not playing with the BG. Sounds are average.

The Takeaway:
A damn fine game that when maintained well will offer endless hours of pinball enjoyment. One of, if not Stern's (early Stern's) very best. I can see why this game was Stern's best seller by a mile. This deck is a truly classic pinball game.

Update:
The more you understand the upper drop sequence / rollover relationship of this game, the more it opens up to you. The more I play this game, the more I appreciate Steve Kirk's sublt angles with the drops on this table. So, are you going to hit that last target? Or are you gonna rip the spinner? Decisions, decisions... Spinners and Drops. Simple, but damn... Stern got it right.

Side note: If this game is not dialed in as it should be, it will play like ass. Most people who are playing this game that are complaining about it should take that fact into consideration. Frickin' wax your PF every once in a while you lazy pinheads! Rant off...

Update v.2:
I got to play a really nice copy and this game will sing when maintained and setup properly. The open PF reminds me of 9 ball. It's a shooter's game for the drops. There's 15 in all. I still like to get 7 sets of the 1,2 and the banks down for the WOW score (Warlok anyone?) and it isn't easy to do in a single ball. a true SS challenge. This is all great, but the real points to be had are from dropping the outside drops at the top bank and leaving one drop left to maximize the spinner scoring. Rip it up! An incredibly fun, easy to find and inexpensive game. Find one, get it and play the heck out of it if you can! There's a good reason why this is Stern v.1's best selling title. It is FUN! Steve Kirk is one of the unsung heroes of pinball design in my book.
8.916/10
11 years ago
Quicksilver is a game that fatures the Bally feel with a Stern Layout. It's a nice combination.

The Pros:
I love the art package on this game. Ms. Melon bursting out of the green blobbies with the blue spheres is unusual, creative and vibrant in color and simple composition. Spelling quick silver is tricky with the upper lanes... nudging is required. Good thing you have 2 lanes with spinners to get there. Doug Watson does his best Moebius impression and succeeds with an impressive flair.

The Cons:
I never really got the lower bank of drop targets.

The Takeaway:
A fun game with a good deal to do. One of the most distinctive looking games out there. My favorite color is green.

Update:
I got a chance to play this game when a friend left it in my living room for a week after it was getting fixed. The 3 bank of drops on the right make all the difference. Bonus X carries over and in this game is HYOOJ!. Gettin' the 75k is not easy as you have to spell QUICKSILVER and then hit the saucer. The saucer on this table is dangerous. The kickout is not consistent and you'd better activate when it comes atcha. Will it go to the left flipper, to the right flipper? Am I gonna have to save this from going SDTM. This is still to be considered as the saucer builds the value of the center drops (up to 20k a drop!) and makes the lower left hand side of the PF more valuable than one would initially expect. The spinners on this game are begging to get ripped and yes, you can shatz the inlane with the curved dividers that ease it into the switches. The big points are definitely from the bonus, so build it and collect. When it is Maxed out, it sounds like a chainsaw ripping things up! This game requires shots all around the PF to get the good scores. Nudging at the top lanes as well as in the pops means that old school meets new school on this table. A really good game all around. Sweep the lower targets if you can and make sure to watch Bowen show you the way here: https://www.youtube.com/watch?v=ekkf4Z-O0Mo

it's up there with Nineball, Big Game and Stars in my book. Scores updated accordingly.
8.277/10
11 years ago
Dracula is a good game that needs to be loved... or it will suck you dry, 1 quarter at a time.

The Pros:
Cool shots all over. The only wide shot is the spinner on the right and that gets you to the upper flipper. Shooting the spinner to the targets from the upper flipper is always satisfying! Popping the upper drops is a blast. It's all about the cats and bats. And the saucer on the left... a tough shot t any time. Collecting your bonus is king! I have never said this before so brace yourselves... The Cabinet artwork is perfect! The PF and plastics all have the dark romantic look that this story is all about. I had to give the PF a 6 because Skully pop bumper caps are way sweet!

The Cons:
I can't remember if you collect your bonus, if it starts from 1k or not. Do we have difficulty settings with this feature? BG artwork is weak. Drac on the BG looks rather sickly and he looks like Marilyn Manson. He must be ready for a drink. But why would you want to drink your BG honey's blood though... she's stacked!

The Takeaway:
Wax this bad boy up. Set it up steep. Open your out lanes. Make sure your bonus drops to the bottom when collected at the saucer and you have a DAMN fine game. Almost makes up for Flight 2k. Sounds are standard issue, but hey this is 1979 and I love the sounds of my Harlem Globe Trotters too. One of Stern's and Harry William's best. And the artwork could have been much worse. As in the art pax from Bally's 1972 Vampire.
5.273/10
11 years ago
Spy Hunter is a game that needs to be taken care of. When you give this game love... it will surprise you with how much it gives back.

The Pros:
A truly original PF from Greg Kmeic. Cool shots all over. Captive ball is a sniper shot. The spinner on the right in front of the saucer plays much better than I thought it would and the bagatelle feature (when was the last time you saw that?!?) on the left down to the exit with the pop bumper means that your nudging skills are in play all the way down the PF. I usually don't like Tony Ramuni's artwork, but this one is ok. The game has a multi-level feel to it on a single playfield. Kind of like Grand Lizard, but without the ramps. Captive ball 2x/3x PF scores is sweet.

The Cons:
Drop targets that just aren't worth shooting. Too much risk, not enough reward. Sounds are weak, esp. considering this was 1984. Would you rather play this or Space Shuttle on sound alone. Even Eight Ball Deluxe had a hand up on this sound system.

The Takeaway:
When properly maintained, this game requires a slower trap and shoot game as well as liberal amounts of nudging on the entire left side of the PF. Flailing on this game leads to quick exits between the flippers or to the left. A much better skills game than most people take it for.

Update:
While this game may be a decent game to practice ball control techniques on it, it is exploitable during gameplay. The top saucer over and over and over and over... means that this game is mean to have for practice and FUN ONLY! Unless you are playing for Tommy Dollars, not a game for the tourney. The ball can be trapped, cradled and backhanded from the lower right flipper. Even with a saucer kickout adjustment and fresh rubber kit (THIS GAME NEEDS GOOD RUBBER KIT ON IT) this game can easily be tamed and worked over again and again and again and again... If that ball goes anywhere near the left lanes, trouble.

But for just some battin' around. Great! Keep it around for the kids and the vidiots who lubs some Spy Hunter video game (side note, the video game is a George "Fan-Man" Gomez design). Not for the serious minded pinhead player though. IF you can pick one up cheap and are looking for something different in your collection, enjoy it!
7.880/10
11 years ago
Lectronamo is a very straightforward table that plays... ok.

The Pros:
A strong art package that catches your eye and tells you where you need to put the ball. Quicksilver Pegasus Centaur girl is very nice. It looks like she wears lipstick. Great placement of drops to keep you aiming straight. Drops and spinner with a bonus collect. A great Stern v1 combination.

The Cons:
Becomes a 1 shot game to the left kicker after droppin' the targets on the right hand side of the PF a few times. The spinner is the feed to your bonus and your drops on the right are your bonus x, but the left kicker is where it's at for your points. Gameplay gets old quick. A super wide lane with the spinner sucks up any shot from the left flipper. Collecting bonus is luck or an indirect shot from the left pop to the bonus lane.

The Takeaway:
A fun game for most people to enjoy. Unless it is set up PAPA nasty, players may have to look elsewhere.

Uppdate:
Like many other sterns of this vintage (v1). The special can be set to score 100k. This changes your strategy to shooting the 5 angled drops at the top of the PF as compared to boosting your bonus x and collecting from the left kicker. However if you get the bonus ladder up to 10k, the spinner lights for 1k a spin. If your spinner likes to spin this becomes a priority shot from the right flipper if backhand shots to the top drops are not something you are comfortable with. Yes, you can still just shoot for the 5 drops all day long, but the game balances itself out quite a bit with more long shots to hit across the entire table. Scores upgraded accordingly. Mike Kubin does it again.

Update v2:
After playing this game a bit more, the upper left hand drops are all that is really worth going for in this game. Not that this is a bad thing, but it is the only thing worth doing on this deck for big points. Get the drops to 100k after three sets of drops and nothing else matters. Backhand from the left and all 5 drops can be hit from the right flipper. Gameplay and other scores are reduced in accordance.

Update v.3:
This game has taken a similar place in my opinion as Strikes and Spares. This is not a complex game. However, when properly set up, it is a lot of fun when do you "the thing" which is build bonus x and collect bonus. No that's not it. The thing IS knock down enough drops with long accurate shots to make 100k a bank (depending on software settings). The spinner is a blast to rip, but not worth many points. The game may feel like a "less is more" design, but it works and is fun to shoot. Mike Kubin is not the best known pinball designer to lay out a game, but games like this are why his games are being sought after by skillful players!
5.606/10
11 years ago
Wild Fyre is a game that could have been a real player with a few changes both in software and on the playfield layout.

The Pros:
The game is wide open and fast. The Wyld Fire drops are placed perfectly on this table. The higher slings work nicely when engaged. The upper kickout holes require skill and nudging to land correctly.

The Cons:
The art package is too busy and cluttered to communicate the theme to the player well. This table is screaming for slings by the flippers. The upper drops are more likely to be hit from the bumpers than from an aimed flipper shot. Same can be said for the biggest source of points on the table, the collect bonus saucer. Even taking care of this game with wax, tightened tilts, steepened angles and opening the outlanes, I don't think game would improve for a skills player.

The Takeaway:
I get the feeling that this was the earlier versions of games like Dracula and Galaxy. A lucky game, not a player's game. It's hard to believe this is a Harry Williams design pinball game.

Update:
Well, I got to play a nicer version of this game and...it played better! Imagine that. The two sets of drops are well placed and it you can rip the spinner. You are a happy pinhead. Yes, I know it's a stern. Drops and spinners are the key to their designs. The 3 saucers at the top, but it's not bad, it's just different. So, just like any other deck... take care of it. Steepen, wax, freshen rubbers and play away. Unlike some games from Stern (Galaxy comes to mind) scores are'nt through the roof. A decent deck similar to, but not as nice as Magic.
4.364/10
11 years ago
Kings of Steel is a "back to basics" design put together by the righteous Greg Kmeic.

The Pros:
A fantastic art package by the incomparable Doug Watson. Both the illustrative as well as the design elements of this game come together for a great look for this deck. A simpler PF hides a few nice shots and a minimalist mindset that still offers great play and angles when properly maintained. A large bank of drop targets with standups behind them is ALWAYS welcome in my book.

The Cons:
Is it just me or does this game need a spinner or three? I like this game and understand that it was made during a belt-tightening phase of Bally's history... but this game taps out once your bonus is maxed.

The Takeaway:
A great looking and playing game. I'd be surious to see if someone programmed an extra decimal point display rom and then I think to myslef... "Wow this game would really be a chore to play then..." This deck could use some serious love from a programmer who would put an extra ball in the trough. Multiball from the top saucer would be cool on this deck.

Update:
Bowen made this game look SILLY! Until the Mystery Programmer has his way with this girl... scores are lowered accordingly. Witness the horror!

http://www.youtube.com/watch?feature=player_embedded&v=GoGo5yrhOrI
6.401/10
11 years ago
Satin Doll and it's partner Pat Hand surprised me... and that's a good thing.

The Pros:
This game plays much better than expected. I love it when that happens. I came back to play it many times and each time, it was fun. That is the point of pinball isn't it? So lots of shots over an open playfield. Willams managemanet must have loved the bill of construction for this game. Double Flipper death is a real possibility on this game. I love hitting all 5 rollovers in one shot over the upper flipper.

The Cons:
NO DROP TARGETS! Can get boring real quick if the deck is not waxed, rubbered and steep. The PF needs more artwork!

The Takeaway:
A much better game than expected. You can find em' cheap and the double popbumper was not seen again until Game Plan came on the scene
6.202/10
11 years ago
Satin Doll and it's partner Pat Hand surprised me... and that's a good thing.

The Pros:
This game plays much better than expected. I love it when that happens. I came back to play it many times and each time, it was fun. That is the point of pinball isn't it? So lots of shots over an open playfield. Willams managemanet must have loved the bill of construction for this game. Double Flipper death is a real possibility on this game. I love hitting all 5 rollovers in one shot over the upper flipper.

The Cons:
NO DROP TARGETS! Can get boring real quick if the deck is not waxed, rubbered and steep. The art on this game is not as strong as Pat Hand. The PF needs more artwork!

The Takeaway:
A much better game than expected. You can find em' cheap and the double popbumper was not seen again until Game Plan came on the scene.
1.858/10
11 years ago
Blue Chip is a game that should play like a champ... however this is absolutely, positively, in utter totality not the case. Yes, this game blows donkeys for quarters.

The Pros:
Lots to shoot for and two spinners. 1 of the spinners leads through to a shot to the upper saucer. 8 standups around the table (should) keep things varied and require good aim all around. However, since this game plays so flaccidly... it has to have a awful rating for the PF.

The Cons:
This game should be called Blue @#$!#!$ (rhymes with Chip). This game is BORING! I walked away after my second ball drained. Gordon Horlick only designed this single table. This is a good thing. For the love of all that is right an holy... this is a good thing. His design express what I feel is the antithesis of pinball. This game is BORING! (IS this is his real name? This has to be a joke right? Who would want to play a game designed by Horlick?) Maybe, I should have given this game a chance. Well, I did and I would have rather played a nice long game of "poke this in my eye!" with varied objects. Lloyd Rognan only designed a handful of art packages for pinball games... this a good thing. His artwork and compositions express what I feel is the antithesis of pinball. Just like Horlick (sorry guys, I had to say it again. I get the idea that he got into a fight or two on the playground as a kid for the honor of his surname), his work is BORING!

The Takeaway:
This game looks and plays, and is completely BORING! Who, knows, maybe I'll play a copy of this game that is not a complete snooze. But for now, I just would rather walk on by than play this pinball game. Really, i'd have more fun watching burn and rise into the sky as orange ash... and no I wouldn't piss on it to put out the flames.

Just to make myself clear: I don't like this game at all.

BORING!

Rant off...
7.471/10
11 years ago
Fairy is an unusual game in many ways.

The Pros:
Good shots around the PF and surprising action with the two orbits and the pop bumper in the middle of the PF. The art package is surreal. Satanic wifebeater t-shirts and banana hammocks are the only way to fly...

The Cons:
The game I played had a SERIOUSLY warped PF. Trapping the ball on a flipper was not an option. The ball would crawl up both of the flippers (and it was angled upwards as a flipper should be on both sides) from a standstill and drain down between the flippers. Surreal.

The Takeaway:
An interesting game if you can find one in good shape.
4.277/10
11 years ago
Disco Fever is a game that could have been a decent player. I said... could have been.

The Pros:
Nanner Fleepers make this game an interesting novelty (for a game or two) and challenge your aim.

The Cons:
Christian Marche is known for the pointy people and his more realistic artwork. This belongs to the second family... but just does not cut it. There is nothing to shoot for on the right side of the PF.

The Takeaway: Tony Kraemer is an interesting person in pinball. Sometimes he designs as himself or on a team of designers (respectively, Pharaoh and Swords of Fury), sometimes he works with mechanics (Taxi), sometimes he does something different (Varkon), sometimes he creates a bad game (Algar). This game was closer to the latter definition. Strangely enough, this game was his best seller after Tri-Zone with 6k sold.
6.512/10
11 years ago
TriZone is a game that is a good example of a Williams pin at the time.

The Pros:
Christian Marche turns into the pilot of the Yellow Submarine and Peter Max with a psychedelic package on this deck. Drops are in good spots and the orbits are nicely done. Don't know why there isn't a spinner on the right side though. The TRI and ZONE shots utilize all the major shots on the PF.

The Cons:
This game had better be set up fast or the game gets boring in a hurry. PF artwork is not as good as the really cool BG.

The Takeaway:
Set this table up right and give it some love with a steep angle and a tight tilt. If you do this, you will have a fun and challenging game on your hands. Simple, but not always easy Tony Kraemer's best design and seller.
7.937/10
11 years ago
Minizag is a game that will surprise you. But then again this design comes from the master: Ted Zale!

The Good:
A surprising amount of action for a PF that looks so bare. Zipper flippers are always a plus and the double bounce skill shot at the top needs the perfect touch to make it happen. Christian Marche Pointy People are everywhere on this deck!

The Bad:
Hard to find one. Harder to find one that plays as it should.

The Takeaway:
This game will make you humble! Even after a good game... Bam! Your next game is a dog. Keeps you coming back for the challenge. Sometimes this game feels like it plays more with nudging than flipping. I'm not saying it's a bingo. But the gameplay is not average in a dozen different ways. You better get the white mushroom with your first shot, or your game will be over in no time flat! Skills!

Update:
This game has not gotten ay easier. The captive ball multiball system means that you have to WORK to get the ball into the shooter lane and act as an extra ball during gameplay. Why did the ball kick out of the saucer at the top of the playfield... Oh yeah! The zag lane has a ball in it!
8.096/10
11 years ago
Magic City is a great looking skills game.

The Pros:
George Molentin killed it on this art package. The amount of detail on this PF and BG is amazing. Anyone who can sneak in phallic imagery into a BG as well as this one did is a genius (don't look at the fountain!). Gameplay is super fast and bouncy.

The Cons:
You have to get used to the wide space between the flippers and your center pop bumper better be tuned to go off at the slightest touch.

The Takeaway:
A great playing game that requires excellent nudging and opportunistic playing skills. This deck needs fresh rubbers, tuned pop bumpers, and a good coat of wax to play as it should. but when it does... it's so choice. I know this is a Williams game, but it feels like a Gottleib to me. Not that this is a bad thing, it's just the way it is.
9.205/10
11 years ago
Joker Poker is a great 70's Gottleib pinball design that shows that even new technology is there to help a great PF layout. 15 drop trgets help out the cause. Simple, yes. Easy... not by a long shot.

The Pros: The shots are well varied and the A-B-C lanes require great skill and nudging to drop the A and C lanes. I usually don't like asymmetrical slings, but these work great! Fantastic angles for the shots and bounces that make you consider what you are shooting for carefully. Bonus mulipliers that make all the difference in the world to your score, prioritize what you need to do differently each ball. One of Gordon Morrison's best art packages. Brilliant colors, top-heavy women with tiny waists... Stunning pf and (you never hear me say this... Brace yourselves) cabinet designs.

The Cons: Just like any other pinball game, if the table is not tip-tip, gameplay suffers (please keep that in mind, for those who say the gameplay lacks on this table...).

The Takeaway: A great game that will keep you coming back again and again. This PF is a winner whether it is in an EM or a SS package. Personally, I think the game plays better in the SS version. The bonus multipliers seem to be integrated into the game a bit better. The entire PF is utilized very well and the upper flipper is just right for the shots at the aces and joker. This game is not a williams DMD game. It has a different look and feel (and manufacturer, and tech, and designer). If this vintage of a game is not your thing... I completely understand. But the apples vs. oranges arguement is not valid in this case. Considering the vintage/limits of this design, it's an incredibly brilliant game. Ed Krynski is THE MAN! All in all... A damn fine game.

Update:
I have one SS exception for the 5 ball rule and that is Joker Poker. Granted this is an EM-vintage PF design, but the reason I have the game set to 5 balls has to do with the game's rules.

Ball 1, shoot the single "10" drop target.
Ball 2, shoot the two "J" drop targets.
Ball 3, shoot the three "Q" drop targets.
Ball 4, shoot the four "K" (including that pesky lower right hand one) drop targets.
Ball 5, shoot the five "A and joker" drop targets in the upper left hand corner of the PF.

This ruleset requires you to shoot all over the table and utilize the entire design of the deck. If the game was set to 3 ball, only the 10, Q and A-joker targets would need to be dropped. So in this case, I will make an exception to the SS 3 ball rule. This game really shines with the 5 ball ruleset! At the start of each ball, the game requires you to shoot a different set of the 5 banks across the game. I like the priority of shots changing from ball to ball and thus keep the deck on 5 balls per play. Playing this game does not get old, it gets more nucanced. What I mean by that is that the small techniques make the big difference on this table. The EM nudging and patience techniques pay off big. As does accuracy and secondary aiming off the rubber sides of the game to get the Aces and Joker bank completed. Is hitting that lower king target driving you nuts? Can you access it from a sling rebound? Is the ball near the pops? Just the slightest nudge into the table will make the ball fly around the upper pf, hopefully you will luck into another drop or the saucer. You will become a better pinball player with mileage on a table like this one.

I love playing this deck, I hope you do too!

Update v.2:
This game has left the stable. And while I miss it sometimes, I know it has gone to a good home with a caring owner. I will look for it in other collections, and maybe will own another one again. But for now, this game has left the building.

See you soon Joker Poker!
6.676/10
11 years ago
Joker Poker is a great 70's Gottleib pinball design. This rating is based on the SS version of this game. In this case... electronic memory is a good thing and the analog game falls short because of it. The good news... 15 drop targets help out the cause. Simple, yes. Easy... not by a long shot.

The Pros:
The shots are well varied and the A-B-C lanes require great skill and nudging to drop the A and C lanes. I usually don't like asymmetrical slings, but these work great! Fantastic angles for the shots and bounces that make you consider what you are shooting for carefully. Bonus multipliers that make all the difference in the world to your score, prioritize what you need to do differently each ball. One of Gordon Morrison's best art packages. Brilliant colors, top-heavy women with tiny waists... Stunning pf and (you never hear me say this... Brace yourselves) cabinet designs. I likey the chimes!

The Cons:
Just like any other pinball game, if the table is not tip-tip, gameplay suffers (please keep that in mind, for those who say the gameplay lacks on this table...)

The Takeaway:
A great game that will keep you coming back again and again. This PF is a winner whether it is in an EM or a SS package. Personally, I think the game plays better in the SS version. The bonus multipliers seem to be integrated into the game a bit better. The entire PF is utilized very well and the upper flipper is just right for the shots at the aces and joker. This game is not a williams DMD game. It has a different look and feel (and manufacturer, and tech, and designer). If this vintage of a game is not your thing... I completely understand. But the apples vs. oranges argument is not valid in this case. Considering the vintage/limits of this design, it's an incredibly brilliant game. Krynski is THE MAN! All in all... A damn fine game, even with the lessened EM ruleset.

Update:
Even though I love this design. The EM version is sorely lacking compared to the SS version which requires you to prioritize different shots on increasingly difficult targets across the table as your game progresses. IMHO if you have to get this game, check them both out, but my vote goes to the less expensive, easier to find and better playing game. Imagine that?!?
1.545/10
11 years ago
Big Flipper is one of the worst games I have ever played that called itself pinball.

The Pros:
You know how your mom told you if you didn't have anything nice to say about someone not to say anything at all... very tempting this time around. Which leads to:

The Cons:
Mega flippers are not something that worked. The novelty wore off after 2-3 flips. The real killer is... this game would still be a dog even with regular or smaller flippers on it. Gameplay and layout is a complete bore. The art package is marginal and well... it just blows... donkeys. Christian Marche... did they not pay you to do this job? The EM sounds are the best thing about this deck.

The Takeaway:
Try it just to try the flippers and then never speak of it again.
1.880/10
11 years ago
El Toro is by far Jim Patla's worst design. It pains me to say it... but it's the truth!

The Pros:
Lots of nudging to spell El Toro. The left orbit is a (wide-open) satisfying shot to the top

The Cons:
An utterly far too simple and downright boring game. There really is only one shot, to the top lanes. The art package is amazingly bad. I mean... horrendous. The best looking part of this game is the cabinet. Play it a few times to say that you've played it... and move on.

The Takeaway:
Realize that there are other things to do with your life other than play El Toro. Best described by the incomparably succinct (and owner of the most righteous mane of hair) Dave Hegge: "El Toro? More like El Bore-o."

Update v.1: This game lives up to it's nickname. Keep walking if you respect your pin-self!
8.193/10
11 years ago
Mayfair was a game that took me by surprise. It was very nicely done and the art package was top notch!

The Pros:
Despite what the flipper layout looks like initially, the game is very playable with the two kickers at the middle shooting the ball into the targets to the alternating target in the middle of the PF. Double Bonus makes the strategy on this table more interesting than what one would initially expect. Plays like a champ!

The Cons:
Seems Hard to find one in good condidion. BG's get flaked.

The Takeaway:
A wonderfully surprising player that looks like something that should be in a museum. Take a good look at this game and know why Roy Parker was THE MAN!
7.835/10
11 years ago
ZigZag is a game that takes a while to get used to. But once you "git it"... it will keep you around for a while. Fortunately, this game will draw you in with fantastic artwork and before you know it... the day has gone on by.

The Pros:
Vibrant and lush carribean(sp?) colors invite you to take a good look at this game. Lots of shots to work with and the saucers keep things interesting between the upper and lower PF. Backbox animations are way sweet and getting all the balls into the BG is never easy. When the slings and pops are snappy on this deck, the ball flies around this PF!

The Cons:
Outlanes of death await you on Zig-Zag. Some of these games have been modified with posts just to keep the ball in the game. Scoring the saucers seems to be more luck than skill.

The Takeaway:
Another underrated Williams player. What is it with these reverse wedge-heads? I think I'm starting to look for these games now. They play great!
6.295/10
11 years ago
Sharpshooter is the first game by GamePlan. It's a good start and with few exceptions (andromeda, pinball lizard and if you can find them... cyclopes or loch ness monster!), is their best game as well.

The Pros:
This game lives up to it's name and offers the player many tempting targets. Some are close to the flippers and others are full PF shots. Sounds are well done. Double pops by the flippers have not been seen since Pat Hand. The horseshoe and the saucer shots as well as the orbit are tight and skillful.

The Cons: Parts?
The Artwork is not the best.

The Takeaway:
A solid game for 1979. It's too bad that they did not keep up with the rest of the industry... Game Plan made some great machines and this is one of them.
3.946/10
11 years ago
Time 2000 is an early effort from Atari to get into the pinball aspect of arcade games.

The Pros:
The art package on this game is beautiful and refreshing. Jim and George, you brought a new "look" into the pinball industry. The whole package looks like it was put together by experienced illustrators and graphic designers. Very nicely done.

The Cons:
This is a supposed to be a pinball game. Even Steve Ritchie saw the writing on the wall and moved on ASAP.

The Takeaway:
Time 2000 is a nice game to look at. Enjoy the view, save your quarters and keep on walking.

Update:
I wish i hadn't played it again.
4.919/10
11 years ago
Varkon is a throwback to games like spooksville with 80's design and tech.

The Pros:
A nice novelty for it's time. The joysticks as flipper buttons make for interesting play. Look DEEEEP into Varkon. Second PF is nicely done. Using the joysticks to flip takes a bit to get used to, but is an interesting part of the fun.

The Cons:
Unfortunately, the novelty gets old quick. The copy I played on could not get the ball up the ramp with the flipper strength it had. Will revise ratings if I get another chance to play (and that's a big IF) a game where I can get to the lower PF. Yes the ops want less square footage taken up by a game, but this just doesn't play that well.

The Takeaway:
Pinball disguised as a video game isn't fooling anyone.
3.051/10
11 years ago
Atari did not have the best luck with designing pinball games. Good thing Steve Ritchie got out when he did.

The Pros:
Gahdzeera and Keeeng Koohng and litesabresstesses are cool! I like the lizard with the owlface on the PF as well. That's about it. The art pax is bright and lively.

The Cons:
For a game this wide there is surprisingly little to do. Horrendously boring gameplay is... Zzzzzzzzzzzzzzzz...

The Takeaway:
Put this game next to Time 2000 and step away. Look at the pretty lights and then go do something else with your valuable time.
5.973/10
11 years ago
Super Score is a game that has a different layout.

The Pros:
The roulette wheel is a cool idea. I like it better in the under the PF position that it takes in later games, but for now... it's great for it's time. The artwork on the BG featuring other Gottleib games of the day is a fun way to self reference.

The Cons:
The game gets boring quickly. The roulette wheel makes the PF "short" to make room for it.

The Takeaway:
Fresh rubbers and flippers help, but this is just an "OK" game, not a great one.
5.872/10
11 years ago
Hi-Score is a game that has a different layout.

The Pros:
The roulette wheel is a cool idea. I like it better in the under the PF position that it takes in later games, but for now... it's great for it's time. The artwork on the BG featuring other Gottleib games of the day is a fun way to self reference.

The Cons:
The game gets boring quickly. The roulette wheel makes the PF "short" to make room for it.

The Takeaway:
Fresh rubbers and flippers help, but this is just an "OK" game, not a great one.
8.077/10
11 years ago
Super Straight is a great EM game from Spain.

The Pros:
Good shots all over the PF. The Ace shots need to be considered carefully as a bad shot here is going down the outlanes. The skill shot is nicely done and if you can shoot it softly or bounce it in from a sling during the game, feels like a solid accomplishment. The card shots in combination build your double bonus, ex ball and other PF goodies. Skill is required for all shots. The Art package is nice and even though it is not Christian Marche (do we have any info for these european pin-artists?) it definately says "PINBALL!" from across the room. Clear coated PF's are FAST!!! It's got that "Gotta play one more game" quality to it that is the sign of a superior game.

The Cons:
Hard to find in the US.

The Takeaway:
This is a great EM Deck. Super Straight has a different "Feel" than US games but is still a hoot to play and does not take that long to get used to. Find one and play it (or even better, buy it) when you can! Those wacky Spaniards did it again!

Update:
More PAPA time on this table. There are about half a dozen different sequences with the standups/drops on this game. In particular the 2 jacks to light double bonus is key. Especially if you hit both the "A" drop targets in the middle of the PF and shatz an inlane for Double Bonus. Bumping the table right as the ball reaches the "crook" of the inlane is necessary to get the ball to travel high enough to roll over the switch. Skills! The upper right hand gate is pure pinball brilliance. Shoot it hard from the lower left to get the ball to the upper arch. Reflect/Bounce it in from the right pop to collect the add bonus/ extra ball when lit from the kicker. If you shoot the ball into the lower gate, you have a soft plunge to the kicker to collect above mentioned awards. Keep an eye on the center spinner if the "add bonus" light is on. It's worth the shot.The double bonus collect on the left hand side of the PF is the hardest shot on this deck. This deck is a player!
7.242/10
11 years ago
John Trudeau and his team did a great job with this street series game. I like the skill shot on this game.

The Pros:
A very well done layout with lots of shots to be had everywhere. Solid rules that make you EARN what you score. Gottleib sys 3 games for reliability is as solid as they get. Third flipper is well utilized. StarGazer metal guide by the lower left flipper will keep the ball moving and lively. Do not underestimate it! The pop bumper on lower left keeps the game lively by the flippers ala pathand /beast's lair/ many gameplan designs. That whole area of the PF is pin-death so keep it out of there. How can so many different shots be packed into a single level PF? Leave it up to JT to figure it out. Multiball is fast and furious. Must keep activated.

The Cons:
The drops (or even better drops with standups behind them) on the right hand side of the PF would have been a step in the right direction. I don't care for David Moore or Constatino Mitchell's artwork. David Moore's "soft" airbrush work is not a draw for my eyes. The sounds are OK.

The Takeaway:
A brillaint PF design by one of the more underrated designers of pinball. Considering the limitations of the Street Series games from Gottleib... this is a damn fine deck. A great playing pin that is criminally overlooked. Just remember, good cops wear plaid.
6.909/10
11 years ago
Another Street Series game that has some different shots to play on it.

The Pros:
Very interesting shots all over the PF. Some are tight and require a bit of skill. Considering there are three areas of "play" on this design, there is an incredible amount of variance in the real estate of this deck. The mini-pf is challenging. BG animation on a street series game? Why not? The punching animation is a skill shot within itself.

The Cons:
Game can get stale if not maintained as it should be. For all of the paths along the PF, this deck can feel clunky. Ray Tanzer had some interesting ideas, they just did not come together that well on this game.

The Takeaway:
An interesting game, if you like it... play it or get it. I'm still not convinced that this game will ever be in my collection even as more of a novelty table.
6.828/10
11 years ago
Hoops is another Street series game that has some really interesting shots. Ray Tanzer did a great job with this layout.

The Pros:
Shots everywhere. The tip-in shot is one of the most creative all the way up the PF targets to a saucer that I have ever seen. Alley-oop to the left flipper is a great loop (no ramps allowed!)

The Cons:
The BG is the WORST. Don't those kids know to tie their shoes when they play on the court? Leeettle beeeety blue displays make my eyes hurt.

The Takeaway:
A better game than most will give it credit for. Play one and find out what this game is about. Harlem Globetrotters is still the Basketball/Pinball king in my book.

Update:
I REALLY like playing this game. It is on the wish list now.
7.236/10
11 years ago
Lights, Camera, Action is a solid effort by Gottleib to catch up with what Williams was doing at the time. I think they did a pretty good job with what they accomplished.

The Pros:
Cool shots everywhere. Standups, drops, spinners and and ramps make for a great combination of things to do with this deck. The PF is busy and entertaining with it's graphics. Everyone talks about the rotating mini-pf... and yes... it's cool. I like the BIG RED COUNTDOWN in the middle of the PF. The gunfight skillshot is nicely done at the top and the kidker from above the drops is a nice surprise as well. BG animations are always cool, especially when they are interactive to the gameplay. The lighting on this game is awesome, as in some of the best ever. The alternating blue and red throughout the PF and the backbox is fantastic. Dropping all the yellow arrows before your under the PF timer finishes is surprisingly difficult. The cross PF millions mini loop plays out nicely when you have the skill to hit it from the upper left hand flipper.

The Cons:
I don't care for the artwork on the BG, it's soft and undefined. Tiny blue displays get on my nerves (What's my score?). The game's ruleset is not easily understood at first. Scoring is unbalanced and standard issue Gottleib "surprises" make this game unworthy for tourney play. Calling Mystery Programmer!

The Takeaway:
A really good game that plays very well. If Gottleib produced more games like this one... who knows... Still 1989 was when Earthshaker and Elvira and the Party Monsters were produced. Tough competition!
6.757/10
11 years ago
Rock was not the game I thought it would be. It was better.

The Pros:
Lots of drops and two orbits that require solid shots from each of the right hand flippers on the two sets of bats on this deck. The 10 count sequence is cool and requires that you use all 5 flippers to get your needed shots. Scoring the special when your ball is on the right hand side of the table takes a new approach to playing pinball. Getting the ball to the left side flippers so you can shoot the right orbit to the special saucer is tough and adds a new meaning to the term "flipper pass".

The Cons:
The art on the BG is muddy. Sly looks like he's made out of play-doh. This game has GOT to have fresh rubbers, snappy slings and strong flippers or it gets old quick.

The Takeaway:
A much better game than one would initially think. John Trudeau made a really good design with this table and license.
9.123/10
11 years ago
Dodge City is about as classic as Gottleib pinballs get.

The Pros:
Incredible BG artwork WITH and animation inside of it. The play of the game is well done witht he 5 roll unders that arch across the middle of the PF. The saucers are tough shots from eeety beeety fleeepers.

The Cons:
Good luck finding one. You may have to go to a show or LV to get your chance to give this deck some milage.

The Takeaway:
A timeless pinball game from Gottleib that will keep you coming back again and again. Proof that Ed Krynski was on top of his game for decades.

Update:
Scoring the PF score multiplier from the a-e rollunders as well as the saucer with the under the PF lit roto target window makes this game a simple (but NEVER easy) game to play. This ruleset reminds me of Abra-Ca-Dabra for some reason... It must be that "just one more game magic!" Dodge city is a true player! This happens to be Ed Krynski's first game with Gottlieb. What a way to start a winning streak!
8.019/10
11 years ago
Yukon is a very challenging game by Williams with lots of action and lots of play.

The Pros:
Christian Marche did a great job with the PF and the BG. The whole theme comes together incredibly well. Matching the reels AND THEN collecting at the saucers requires ball control and skill. This is especially true if you are sadistic enough to remove the posts by the flippers. Lots of action from the pop bumpers as well as the slings. If you can score the center saucer on command, you are a verifiable pinball wizard.

The Cons:
This game can kick your pin-butt and make you look silly. But then you come back again for another game.

The Takeaway:
A true player. Norm Clark and the team did a fantastic job at putting together this whole package. Your game better be on for lots of add-a ball goodness!
5.892/10
11 years ago
Aces and Kings is a table that really could have been a narrower game.

The Pros:
Great art package by the incredible Christian Marche. Makes me want to play cards with sly looking women it does... The spinner is fun to hit. Double Bonus ladders makes you think a bit more before you whack that spinner around.

The Cons:
This game's ass is too damn wide. I mean... even with snappy pops and fresh rubbers, this deck gets too much "floaty" traveling time with the ball. Landing a saucer feels more like luck than skill.

The Takeaway:
Make this game a narrower one and it would have kept more of my attention. Go play Triple Action instead...

Update:
This game is all about ball control. The trick with that is that the main target in the game is a complete randomizer. This game is brutal and unforgiving. Sign up, only if you know what you are in for. If you are a masochistic pin-freak, this game is for you! Expect your 5 ball games to last less than a minute... easily.
6.690/10
11 years ago
Triple Action is a simple game that offers quite a bit of play when it behaves as it should.

The Pros:
The SPINNER! Mega-wide outlanes mean that the random action of spinners and the pops make every shot into this area a risky one. Your lit drop targets to advance your bonus X are your money makers on this baby. Christian Marche did a bang up job with the entire art pax, cabinet and all.

The Cons:
A dead spinner makes for a dead game... This game can either be too easy or super nasty evil kind of hard depending when this spinner is not operating at peak performance. Finding the balance on this game's setup is key to having good (and consistent) games.

The Takeaway:
A good game if you are willing to give it a level and some love.
8.843/10
11 years ago
Mars Trek is a game that I am starting to look for in my own collection. That's a first for a Spanish deck.

The Pros:
Cool shots and incredible artwork all over. I mean... even the cab is hot! The PF is clear coated and FAST! The spinners are awesome to hit and the collect bonus saucer is a treat when landed. The TREK targets can be collected from the lanes or the standups/saucers on the PF. Surprisingly good action from the pops at the top of the PF. The top lanes require nudging and patience. Extra ball is tough to collect.

The Cons:
The 3rd flipper does what?

The Takeaway:
A damn fine game that is starting to get well deserved attention here in the US.
9.383/10
11 years ago
This review is based on my Buccaneer rating. This game may be even tougher as it is an Add-A- Ball game.

Ship Ahoy is the epitome of the Krynski motto: Simple to play, nearly impossible to beat.

The Pros:
A game that requires nudging at the top. Gotta get that "1" from the lanes or chance the spinner for that last #. Gordon Morrison did a brilliant job with the art package. This game has great action up top as well as orbits that look like they are easy shots, but between the pops and the narrowness of the alleys at the top of the PF... aiming skills are mandatory! The game is relatively easy to score with points on

The Cons:
Draining the last ball with only the number 1 unlit. Curses!... foiled again.

The Takeaway:
One of the best games to come from Gottleib, ever.
9.383/10
11 years ago
High Seas is the epitome of the Krynski motto: Simple to play, nearly impossible to beat.

The Pros:
A game that requires nudging at the top. Gotta get that "1" from the lanes or chance the spinner for that last #. Gordon Morrison did a brilliant job with the art package. This game has great action up top as well as orbits that look like they are easy shots, but between the pops and the narrowness of the alleys at the top of the PF... aiming skills are mandatory! The game is relatively easy to score with points on

The Cons:
Draining the last ball with only the number 1 unlit. Curses!... foiled again.

The Takeaway:
One of the best games to come from Gottleib, ever.
8.839/10
11 years ago
Snow Queen is a game that I was introduced to by Dean Grover. The first time I played the game... I was not impressed. Since then Dean has tweaked the flipper and the table plays as it should. I ended up finding a really nice Snow Derby (2 player version of this deck) in a trade with a fellow CO pinhead.

The Pros:
Spinners, spinners, spinners and gottlieb ringers. The theme is great and the "race" is directly tied into the game play. Hit the spinner, your light runs around the race track. The women in the back glass are wintertime amazon warriors! Where can I get a snowmobiling lady like that? She's fierce! This game was real surprise to play. I had no idea that it would play as fast as it does. The four kickers at the top of the pf make a huge difference in scoring. Set them up as a skill shot. Get that ball back in there as much as you can. Pop bumper action is HOT! Eeetty beeetty fleeeppers can be hard to aim with, but that's just me. Note to self: Must work on eeety beeety fleeeper Kung-Fu.

The Cons:
This game seems to be very picky to how it is set up. Incline, rules, it has to be right or the game becomes really low scoring or really out of control high scoring.

The Takeaway:
Rolling this table when set up correctly is really tough and a rush of pinball accomplishment. Now for my table, it has to be 3 balls. My game is set to high tap and ball can fly around the table. 5 balls was too easy. The spinner and bonus counters has to be adjusted properly otherwise the game does not play as it should.When it plays as it was designed to... it is surprisingly fast and requires your complete attention. Me likey. Thanks Dean.

Side Note: "The men are standing around dazed and confused and seem to be an afterthought. They look like complete boneheads. Shoveling snow... smoking a pipe... standing by a tree... getting blown away by a girl on a snowmobile... way to represent the team guys."

I wrote this in the Cons section earlier and someone mentioned that Art Steinholm had a predisposition towards men being buffoons and women being winners. Well... after some thought about the matter... I think that Art really knows his target audience. Namely guys like US who spend WAY too much of their lives playing pinball AND fantasizing about gorgeous women at the SAME TIME. Or maybe... it's just Art's droll sense of humor. I believe his work is in the right mindset however you look at it. Way to Mr. Steinholm. I am humbled by your wisdom of the human equation. Artwork rating updated accordingly.
8.839/10
11 years ago
Snow Queen is a game that I was introduced to by Dean Grover. The first time I played the game... I was not impressed. Since then Dean has tweaked the flipper and the table plays as it should. I ended up finding a really nice Snow Derby (2 player version of this deck) in a trade with a fellow CO pinhead.

The Pros:
Spinners, spinners, spinners and gottlieb ringers. The theme is great and the "race" is directly tied into the game play. Hit the spinner, your light runs around the race track. The women in the back glass are wintertime amazon warriors! Where can I get a snowmobiling lady like that? She's fierce! This game was real surprise to play. I had no idea that it would play as fast as it does. The four kickers at the top of the pf make a huge difference in scoring. Set them up as a skill shot. Get that ball back in there as much as you can. Pop bumper action is HOT! Eeetty beeetty fleeeppers can be hard to aim with, but that's just me. Note to self: Must work on eeety beeety fleeeper Kung-Fu.

The Cons:
This game seems to be very picky to how it is set up. Incline, rules, it has to be right or the game becomes really low scoring or really out of control high scoring.

The Takeaway:
Rolling this table when set up correctly is really tough and a rush of pinball accomplishment. Now for my table, it has to be 3 balls. My game is set to high tap and ball can fly around the table. 5 balls was too easy. The spinner and bonus counters has to be adjusted properly otherwise the game does not play as it should.When it plays as it was designed to... it is surprisingly fast and requires your complete attention. Me likey. Thanks Dean.

Side Note: "The men are standing around dazed and confused and seem to be an afterthought. They look like complete boneheads. Shoveling snow... smoking a pipe... standing by a tree... getting blown away by a girl on a snowmobile... way to represent the team guys."

I wrote this in the Cons section earlier and someone mentioned that Art Steinholm had a predisposition towards men being buffoons and women being winners. Well... after some thought about the matter... I think that Art really knows his target audience. Namely guys like US who spend WAY too much of their lives playing pinball AND fantasizing about gorgeous women at the SAME TIME. Or maybe... it's just Art's droll sense of humor. I believe his work is in the right mindset however you look at it. Way to Mr. Steinholm. I am humbled by your wisdom of the human equation. Artwork rating updated accordingly.
7.598/10
11 years ago
What is it with all these Spanish games that I have been finding lately? These are some really great playing games.

The Pros:
Drops with standups behind them. Gotta love it. Layout is very Gottleib like. This is a good thing. Lots to shoot for and score. The PF and the cab look fantastic. Electronic sounds with EM scoring is unusual... but it works brilliantly.

The Cons:
What kind of a guy would draw a knife on a woman just because she points at him and looks pissed? That and you never keep a knife on the inside of your leg... you just don't. The pops at the top of the PF don't really do much.

The Takeaway:
A good game esp if you love Gottleib style layouts with drop targets.
9.582/10
11 years ago
Beat the Clock is a brilliant game by Steve Kordek that shows us what Williams can do with multiball and some incredibly complex rules for a game that was made in 1963. George Molentin does a bang up job on this art package! There are horses, race cars, speed boats jets and a few other things on this deck giving you the sense of urgency that this game is all about.

The Pros:
Multiball in 1963. Timed mode with a BG animation. You can't trap the ball on the 4 flippers until the clock reaches 12 and 6 the second time 'round... SKILLS! This design feature while one of the hardest to bear as a player makes perfect sense as you need to keep the ball in play. No trapping the ball and cruising on this table... no, we can't have that. You have to play the game! Once you learn how to use the center saucer, and can hit it consistently, this game opens up to you like few, if any others. My favorite inverted wedgehead from Williams.

The Cons:
There isn't one in my collection.

The Takeaway:
Play one if you can find it and expect to take some time to get used to the 4 flippers. Once you get the feel of this game, get ready for pinball action that is absolutely brilliant.

Update:
Now that I have this deck in the stable... I can't stop playing it. This is my first game with a manual ball feed and this deck feels different, not old. It feels classic! Can you get the center lane from the skill shot at the top of the table or can you get it into one of the side saucers? The flickering of the lights on the table as the clock is ticking adds to the excitement of the multiball mode. At first I thought that the center post was a waste... but when the center saucer shoots the ball off of it and the post bounces the ball back onto the PF at a slightly different angle every time. This makes for a great randomizer at the start of each multiball. The whole game I worked so hard to get this multiball and it's heading straight down the middle mindset takes over and makes you anxious and giddy at the same time. And just how long can you keep both balls on the table? hm? Remember, you have 5 balls during a game, when you lose one during multiball, you don't get another one in the trough! Good thing that clock hand holds over through the game.

Boy, does it suck donkey-nards to land the last ball of the game in the center hole. Git' Sum!

Update #2:
Getting the A-B-C-D special is my new quest in life. This requires you to lose at least 1 ball down each outlane and hit the standups at the top of the PF by the bumper garden. Then you have to score the skill shot center lane at the top between the inactive pops. That means that you are at least 3 balls into the game before you can light it up. I am still not exactly sure how all the scoring works with this deck as sometimes I look up at the end of a game and have somehow rolled (2k+) this deck. The good news is that I am completely engrossed in the game to be bothered to pay attention to minor details like scoring. My eeety beeety fleeeper reflex shot skills have improved incredibly because of this deck and I have even started to become comfortable with drop catches. This is the game that I show to all the pinball collectors who visit. Even most of the ones who have been around for a while either haven't ever seen it or have never had the chance to really session it out as it is seen rarely and often only at shows. At Casa Del 2 Step, they can take their time and really find out what this game is about!
7.569/10
11 years ago
Balls-A-Poppin is a game that introduced us to flippers and multiball on the same table.

The Pros:
Multiball in the mid-50's. D@MN! this table is WAY ahead of its time. The art package is good, but trapeze honeys always are a bonus!

The Cons:
Multiball can be built up at any time with EM tech. lots of balls mean the center saucer is probably going to get hit during multiball creating... eternalball.

The Takeaway:
A thoroughly entertaining game that can get to a bit of novelty at times. Still, considering the time and the tech... a brilliant achievement in pinball history. Even after all of this time (1956!), this game is FUN!
5.361/10
11 years ago
Bonanza is one of the less exciting Gottleib games from this era.

The Pros:
Roy Parker does his thing better than just about anyone.

The Cons:
Once the ball gets down from the pops... the game gets done really quickly. all the targets on the lower part of the PF send the ball back down between the flippers.

The Takeaway:
Even with fresh pf rubbers and strong flippers, getting ball time is tough on this table. Rates high on "Meh".
5.473/10
11 years ago
I usually like the Spanish games that I have been able to play. This may be the exception.

The Pros:
Um...

The Cons:
A boring pin that has an uninteresting art package.

The Takeaway:
You will have more fun playing pinochle. In fact... do that. The next time you see this game... play some pinochle.

Update:

There is more to this game than I originally thought. The upper arch with the lanes that require real skill to hit from the plunge and if you can... from the right orbit to the top. Center lanes in the middle of the table that light the outer lanes for 10x bonus score (as noted in the middle of the playfield) are the big points. Set it up by hitting all 4 targets on the sides of the center island. When all 4 targets are down, hit the center target to reset them and light double bonus. I'm still not a big fan of the art package, but I do have respect for the gameplay layout and mechanics. Scores updated accordingly.
7.971/10
11 years ago
Fun-Fest is a loosely veiled attempt at the name of a pinball game and the idea of sexual freedom. I'm alright with that.

The Pros:
Awesome Pointy (Poonty) People by Christian Marche. Alright I know that some of you don't like the artwork so I am going to ask the non-believers to think as compared to feel about this man's craft. I'm going to take a quote from a post that I made on RGP after I heard that he had passed on:

"No one ever produced artwork that said "pinball" at the first glance as much as Christian Marche's pointy people did.

Personally, having been a commercial artist in a previous career. I believe that this look and technique came from the incredibly short timelines that can be handed to a craftsman. This necessity may have bred this look to get the work out the door within these deadlines for production.

Christian Marche also happened to be a consumate draftsman. Space Mission/Odyssey is a shining example of his talent outside of the look that most people associate him with. Our pinball experience is better for the work that this man produced. Especially if you grew up in the 60's and the 70's playing pinball like I did.

Thank you Mr. Marche. Your art made my life better through pinball."

If you look here. He created over 140 art packages for different games in a few different styles. As you can tell, I am a dedicated fan.

On to the game itself:
Swinger plays quite well and if you set it up correctly, you can't lose the ball. This may seem unfair, but you do have to earn it. Risk vs. reward at the swinging target. Make sure that post is up! DC pops and flippers mean this game moves fast when waxed up! The guy with the pink eyes wiping his brow as he staggers away from the dance floor cracks me up!

The Cons:
You had better get those gates/returns/ posts activated or your game is over right quick. I mean 5 balls in less than 60 seconds.

The Takeaway:
A game that is more about skill than one might initially guess.
7.971/10
11 years ago
Swinger is a loosely veiled attempt at the name of a pinball game and the idea of sexual freedom. I'm alright with that.

The Pros:
Awesome Pointy (Poonty) People by Christian Marche. Alright, I know that some of you don't like the artwork so I am going to ask the non-believers to think as compared to feel about this man's craft. I'm going to take a quote from a post that I made on RGP after I heard that he had passed on:

"No one ever produced artwork that said "pinball" at the first glance as much as Christian Marche's pointy people did.

Personally, having been a commercial artist in a previous career. I believe that this look and technique came from the incredibly short timelines that can be handed to a craftsman. This necessity may have bred this look to get the work out the door within these deadlines for production.

Christian Marche also happened to be a consumate draftsman. Space Mission/Odyssey is a shining example of his talent outside of the look that most people associate him with. Our pinball experience is better for the work that this man produced. Especially if you grew up in the 60's and the 70's playing pinball like I did.

Thank you Mr. Marche. Your art made my life better through pinball."

If you look here. He created over 140 art packages for different games in a few different styles. As you can tell, I am a dedicated fan.

On to the game itself:
Swinger plays quite well and if you set it up correctly, you can't lose the ball. This may seem unfair, but you do have to earn it. Risk vs. reward at the swinging target. Make sure that post is up! DC pops and flippers mean this game moves fast when waxed up! The guy with the pink eyes wiping his brow as he staggers away from the dance floor cracks me up!


The Cons:
You had better get those gates/returns/ posts activated or your game is over right quick. I mean 5 balls in less than 60 seconds.

The Takeaway:
A game that is more about skill than one might initally guess.
1.986/10
11 years ago
The Juke Box design is one of the worst games I have ever played...

The Pros:
Ol' T-rex is in the upper right hand corner of the BG. That's the best thing about this game.

The Cons:
Looks, plays and feels like... well... junk.

The Takeaway:
Take me away to another pinball game.
1.648/10
11 years ago
The Sound Stage design is one of the worst games I have ever played...

The Pros:
Ummm... yeah... No T-Rex.

The Cons:
Looks, plays and feels like... well... junk.

The Takeaway:
Take me away to another pinball game.
5.451/10
11 years ago
Baby Pacman is one of the most ambitious combinations of pinball and video to hit the arcades.

The Pros:
The PF is incredibly well packed with shots to make as well as orbit to orbit flow. Game Plan could have taken a pointer or two from this team for their tabletop bar games. The spinners are awesome when they rotate as they should. Getting that ball across the top arch is always satisfying! The vid plays like the real pacman game. Margaret Hudson was the perfect artist for this package.

The Cons:
The way to high scores on this game is to never finish the first level of the video game. The game just gets too hard to play after that and since it's a video game up there... you have no control of the environment or how fast those ghosts move. The balance is a tough one on this game... Calling mystery programmer! The flippers seem to be miles apart.

The Takeaway:
The best and most common of all the pin/vid hybrids ever made. I know some people who think that this is the best game ever! It's not the best game ever, but it is a great deal of fun and considering the tech and ruleset of the time, quite an achievement in my eyes. Pac+pin... an interesting novelty, and not anything more... in the annals of arcade history.

Escape to pin!
8.268/10
11 years ago
Spectrum is a game that does not get the respect it deserves. Maybe that's because you really need to get to know the game and THINK while playing pinball.

The Pros:
Simple rules that keep you guessing. Despite what you may think about it being too simple... this table is a total shooter's game.

The Cons:
The ball feeds to the flippers still surprise me after a dozen plays. I find the audio to be distracting, they're supposed to be clues d@mmit!

The Takeaway:
This game represents a chance that was taken and was not a commercial success. Once you get to know it, and you like deduction games... this is as good as it gets for a game like this. I understand that this is not the definition of pinball fun for some people, but personally... I really like it. Find one if you can and play it! AGH! ...my brain hurts!
4.519/10
11 years ago
Torpedo Alley is an unusual game that needs to be kept in tip-top shape to be appreciated.

The Pros:
A creative layout with interesting shots around the PF. I like the binoculars through the PF. A cool shot onto the PF... if you can get it all the way up the table.

The Cons:
This game has one of the worst BG's ever... I mean EVER! It gives a new meaning to the term "Tighty White-eez". Strange wireform ramps...

The Takeaway:
This game needs to have strong flippers, plunger springs and fresh rubbers. I can see why this game was not a hit on location... it requires more love than most ops are willing to give.
8.828/10
11 years ago
Centaur is an absolutely wonderful game. This is the best example of a game that bridges EM rulesets and the more modern and complex tables of the 90's and beyond.

The Pros:
Jim Patla and his entire team did a marvelous job considering the tech available, this game is a wonder of engineering. The amount of information packed into a 16kb (yes that's right Kilobyte) Rom is staggering. It's almost as impressive as Eugene Jarvis cramming 20k of code to create Defender. Game play requires skill, aim (don't mess up your orbs seq.) and nudging from the out to the inlanes. inline drop targets, magnets at the top of the pf when multiball starts when you hit the timed skill shot from the flippers.

The Cons:
No multiball multiplier, but this may be ridiculous with 5 balls on the pf. Enjoy the chaos while you can.

The Takeaway:
The game play is absolutely superb. The art is incredible. Paul Faris did a brilliant job with the entire package. Please remember that pinball is a getaway from reality. It is fantasy, just like reality TV. Some people still don't get it though. I think that this is their own (daft) opinion and their opinion matters to them. This same pinball crowd would probably like yellow smiley faces on their shirts and believe that Strawberry Shortcake is a GREAT theme for a pinball game. For these points of view, I have a joke to pose to them: What's black, white and red all over...?

Update: The more I play this game, the more I find that the strategies are directed towards building and collecting bonus (my favorite game ruleset from this vintage) and that it tops out with the bonus collect from the right lane to the top of the PF. Combined with an O-R-B-S multiball stack, this means that you are constantly juggling to control the deck while deciding where you want to place your shots as accurately as possible. Releasing all the captive O-R-B-S is always satisfying. It's not always easy to get to bonus max 5x, but this game definitely needs to be tuned and adjusted to keep players from running away with their scores on this table. Getting to that maxed out bonus SHOULD be very difficult to do. Read your manual, make your rules as hard as you can, steepen this table out and wax it to a shiny surface. Consider removing the upper outlane bumpers and see how well you can play pinball now...

Update v2:
I have had to nastify this deck even more to keep it interesting. With that in mind, I am playing it less and less. So, the dream is over for me. I'm selling my copy to make room for other games I'd rather play. Who wants to trade for a Frontier?
6.668/10
11 years ago
Elektra is a game that does not come up that often... for a good reason.

The Pros:
Triple PF design. The lower PF is a pretty cool design and is the best thing about this table. Bally was smart enough to learn from Haunted house and keep the ball on the lower PF and not use a multi level ball transportation system that blew the game up if things went bad.

The Cons:
This game is a bore to play other than the lower pf. The upper PF is reuined by 3 second ball times. For so much to shoot for, there doesn't seem to be any action at all.

The Takeaway:
If you can find a nice one and you like it great! I have yet to have fun on this table. Will see what happens when I get a chance to play it again. Not giving this one much hope though. The Fernandez/Ramunni connection here is not doing it for me. Claude never produced a good pinball game (Baby-pac is not a true pin!) after Flash Gordon starting with this table...

Update:
I made a point to spend some time with this deck at Pinburgh 2013. I have to say, it is starting to grow on me. Elektra is rather complex and not immediately apparent as far as rules and strategies are concerned. On the upper PF, the captive ball WITH the inline drops is a very satisfying shot. Nudging skills come to the forefront when on the upper playfield. With such a wide open and vertically angled standups on the left of the PF, and the skateball saucer on the right... sniper skills are a must. The upper PF will challenge your adaptation skills with the flippers at such steep angles. On the lower PF, I like the flipper layout with the StarGazer metal lanes to keep things fast and interesting. With bouncy brightly colored rubbers on the flippers, this setup is much faster and difficult to control than what you'd initially think it would be. Elektra... is it obscure, interesting and unusual? Yes. Is it a game I'd like in my collection? Probably not (at this point). But the more pin players that I respect, who talk to me about it that view it favorably and in a few cases, rave about it... I'm willing to play it some more. And that's always a good sign. Scores adjusted accordingly.
5.121/10
11 years ago
Freedom is not the best game from Bally or Claude F. However, things got better from Claude and his asymmetrical games are some of the best players out there.

The Pros:
2 Spinners! Light em' up!

The Cons:
A sparse PF that needs fresh slings and pops to keep things interesting. Otherwise things get dead, quick. Random awards take away the skill involved in playing pinball. Mr. Marche... what is going on? This BG looks like the marrching band is made out of mud...

The Takeaway:
I have played this game and it was OK. I have also played this game and walked away after a single play. Spirit of '76 is a far superior game to this design.

Update:
One thing I learned about this game is that it was originally designed with a pop bumper between the flippers (Spanish Eyes style) This meant that the flippers were higher and wider than what this game ended up being in production. This is why the top lanes feel so strange. The shot lines/geometry was never changed. That is why this game feels so "clunky".
5.121/10
11 years ago
Freedom is not the best game from Bally or Claude F. However, things got better from Claude and his asymmetrical games are some of the best players out there.

The Pros:
2 Spinners! Light em' up!

The Cons:
A sparse PF that needs fresh slings and pops to keep things interesting. Otherwise things get dead, quick. Random awards take away the skill involved in playing pinball. Mr. Marche... what is going on? This BG looks like the marrching band is made out of mud...

The Takeaway:
I have played this game and it was OK. I have also played this game and walked away after a single play. Spirit of '76 is a far superior game to this design.

Update:
One thing I learned about this game is that it was originally designed with a pop bumper between the flippers (Spanish Eyes style) This meant that the flippers were higher and wider than what this game ended up being in production. This is why the top lanes feel so strange. The shot lines/geometry was never changed. That is why this game feels so "clunky".
5.457/10
11 years ago
Airborne is a Capcom game that is... well... it's OK.

The Pros:
I LOVE this BG with the upside- down perspective. The PF is laid out with some good shots. The game feels solid and the eject button is a peek at the humor to come in Big Bang Bar.

The Cons:
For a game about flying... there is no flow. The game just does not feel satisfying. High in the "Meh" scale for my tastes.

The Takeaway:
If you like the theme and the Capcom feel... Give this a go. I'm looking for other games to play besides this one.

Update:
After spending some time on a friend's copy. This game can be broken down to left ramp all day. It's a shame really. All those habit trails and mechanisms...

Update V.2:
I love the plunger/flipper bang down skill shot. The lock in the upper right hand side of the PF is REALLY well done. Not a fan of the 3 standups and 2 lanes so close to the flippers. So many habit trails, this deck must be a beast to disassemble and shop. Is it me or do the dots look muddy for the most part? The rules still are escaping me, but that just means I'll have to play it some more! I am happy to give this game anther chance, errr... frequent flier miles to really find out what it is all about.
6.989/10
11 years ago
Viper is a Stern game that is rarely seen.

The Pros:
Ultra cool Saroyama nipply chrome babe... who's about to be swallowed by a boa constrictor... who will have the biggest metal @ss-baby when he passes her through. Looks rad doesn't it! The rotating cannon is a blast to fire when you learn how to load and aim it.

The Cons:
Afterthought of a 3rd flipper. Another Superwide game with minimal action. a real yawner to play. the targets are more likely to be hit by chance from the pops than an aimed shot from the flippers. All the games that I have seen suffer from BG flaking, what a shame!

The Takeaway:
A nice game to look at and let the collectors collect due to it's low production numbers.

Update:
Someone had a copy that WORKED and showed me what was up with the cannon and how the game's multipliers worked. WHEN they work, it is an interesting feature. The entire game is built around it. 9x PF and end of ball bonus mean that scores can be huge! Get the spinner to 160 at 9x and all of the sudden this game is hot! Multiball is worth going for when the PF multiplier is over 4x. But then again, so is everything else on this game. This game is a 1 trick pony. But the pony is a good pony when it it healthy enough to work. Find one that works and have fun with the secondary buttons to reverse the rotation of the cannon and to fire it. When it works... Chromo-tiddays are way sweet!
7.380/10
11 years ago
Split Second is an unusual game in it's design. Fortunately, Harry Williams makes this one work and it's a challenge to play.

The Pros:
Cool shots all over. Multiball is hard to accheive and is over quickly, but this game requires your skill on both pf's to make your shots. The loop shot on the left hand side of the lower pf is innovative with how it times your shots (hence the name split second). The delivery device from the upper to lower pf is simple, unique and fun to watch it see-saw fo a 1/4 second before it screams down towards your flippers.

The Cons:
The upper right hand side of the pf seems a bit strange/dead and since you are trying to get into the upper pf at all times, it feels a bit neglected.

The Takeaway:
Stern's best multi-pf table (still waiting to get my hands on and play a good copy of Lighting!). You'd better master the ramp on the left hand side of the pf to get to the targets up there. Have fun!
8.602/10
11 years ago
Big Game was a table that I was expecting more from. It's an alright table... so far.

The Pros:
Doug Watson put a Big Ol' Tiger on the BG of this deck. This game is telling you that it's going to eat you alive! The rest of the game is green and lush in line with the game's theme. Harry Williams put 9 drops, 3 orbits, 2 spinners and 4 flippers on this table. Lots to do and lots of shots. The bonus tic-tac-toe is multiplied 3x for each bank of targets on this table. This game is surprisingly fast. My favorite color is green.

The Cons:
I am seriously surprised by the layout of the flippers. I thought there would be more to do on this part of the PF. Not the easiest game to step up to and play immediately. The saucer on the upper left of the PF was a strange choice... why not keep it an orbit? Oh well...

The Takeaway:
I have to admit, I am still learning how to play this table. I just need some time and play the game (or play it with someone who knows it well) and really learn the x-y-z bonus scheme and the other intricacies of this table. Scores will be updated at that time.

Update:
This game is righteous! The more I play it, the more I like it. The art pax is solid and the rules are eternally challenging once you know what to do with your 3 tic-tac-toe plates. At first I thought that the 4 flipper layout was a gimme until i found that I was consistently throwing the ball in between the center flippers when the upper flipper dropped down and pushed the ball into the trough from a trapped ball on the lower flippers. This means that your traps will have to take place on the upper flippers or your on the fly skills must be activated when you think that a simple trap will do the trick. Backhand and flipper placement shots from each of the flippers to the drop target banks/ spinner lanes mean that each of the 4 flippers has its own strategy/ strength of play. Spell BIG GAME for big points at the upper lefthand saucer. Get all 9 targets down on each of the 3 banks if you can for the 27k + 3x X each completed line at 5k (24 in total) means your score shoots through the roof. It also has that "Gotta hit that last drop target" quality to it compounded with the "is the shot I need to make on the x-y-z bank that needs to be lit. A perfect blend of pinball luck and pinball skills! Harry Williams makes you think and work with this deck. Don't believe me? Check out the Keith Elwin narrarated PAPA 14 Classics battle featuring the Birnbaum/Augenstein battle. You can find it here: http://pinball.org/videos/tournament/papa/papa-14-classics-big-game/ I can't wait to get mine into my stable. For a game this wide and this open... it is deadly fast! There are a few of the Stern (v1) games that I really like. This is one of them.

Stars (getting one!)
Meteor
Ali
Seawitch
Stargazer
Nineball
Magic
Dracula
and a few others that I can't recall at the moment.

Scores raised accordingly. Tic-Tac-Tiger... ACTIVATE!

Update:
Traded this game towards another game I really wanted. I hated letting go of this deck, but the other one was calling me bigtime. Would love to find another again and put it back in the stable.
7.563/10
11 years ago
Blackout is an unusual game for it's time. The good news is it plays quite nicely.

The Pros:
This is Skateball's older brother. I love playing skateball and this game has a similar cross the playfield... almost Ted Zale feel to it. Shots are well placed and getting to "Blackout" is a pretty cool effect that we don't see implenmented again until Johnny Mnemonic.

The Cons:
Needs another digit on the score display. Nick Fury is upset that his image was bltantly ripped off of Nick Fury: agent of shield #6. At least Constantino was smart enough to steal from Jim Steranko (THE MAN!).

The Takeaway:
A cool game that plays fast... not a great game for the long term though. For this vintage Firepower will hold your interest better. Or if you are lucky, gitcher' hands on it's younger (and even uglier, yes... someone is even worse with the pin-art than Constantino) brother, Warlok!
8.473/10
11 years ago
Jumping Jack is one of those games that lulls you into a sense of security and then "WHAM". That clown jumps out and gets you. This game makes you remember why you hate clowns... they're out to get you!

The Pros:
A great design by Ed Krynski. Gordon Morrison put together a great art package with more pink on it than any other deck I can remember. The babes with the tiny waists with the top-heavy physiques contrasted with clowns that have huge candy cane noses. I think there is a message in there somewhere... Gameplay requires accurate aim at the top of the PF. The lower PF speeds things up with the pops right by the flippers! The saucers are the key to high scores with this deck. Both from the skill shot as well as fully up the PF shots. CAN'T GET THAT LAST DROP TARGET DOWN!!!

The Cons:
This game can eat your quarters faster than you can say: "The clowns are under my bed!"

The Takeaway:
Fresh rubbers, strong flippers and wisp sensitive pops are a must on this deck... esp by the pops. A great table that will keep you coming back again and again for one more game!
8.305/10
11 years ago
Jack in the Box is one of those games that lulls you into a sense of security and then "WHAM". That clown jumps out and gets you. This game makes you remember why you hate clowns... they're out to get you!

The Pros:
A great design by Ed Krynski. Gordon Morrison put together a great art package with more pink on it than any other deck I can remember. The babes with the tiny waists with the top-heavy physiques contrasted with clowns that have huge candy cane noses. I think there is a message in there somewhere... Gameplay requires accurate aim at the top of the PF. The lower PF speeds things up with the pops right by the flippers! The saucers are the key to high scores with this deck. Both from the skill shot as well as fully up the PF shots. CAN'T GET THAT LAST DROP TARGET DOWN!!!

The Cons:
This game can eat your quarters faster than you can say: "The clowns are under my bed!" I like the 2 player Jumping Jack's BG a bit better with fewer displays to get int the way of Morrison's craft.

The Takeaway:
Fresh rubbers, strong flippers and wisp sensitive pops are a must on this deck... esp by the pops. A great table that will keep you coming back again and again for one more game!
8.808/10
11 years ago
World Poker Tour is a great shooters game.

The Pros:
Can you remember the last time a pinball game was made with 16 drop targets? I mean really, El Dorado and the variants on that table (which is considered by many to be the best 70's EM game from Gottleib "The Drop Target KINGS") had ONLY 15 drops on it. The upper PF is well designed and if your flipper skills are truly up to the task you "can" trap the balls on the lower flippers and play the upper PF without losing control of the other balls on the table. LONG shots up into the BACKBOARD and two rows of nearly vertically aligned drops require precision sniping to complete your poker hands. The VUK to the upper PF from the upper right hand side of the game is PAST THE BACKSIDE OF THE PF! How can a game this wide open have so much to shoot for? Mr. Ritchie... I bow down to your brilliant PF design. I love the upper PF on this game. It's fun to play, which is always a good sign for a mini-pf. Planning your shots to hit the 3x inlane and then collect your last hand for the 3x tour jackpot within a few seconds requires strategy, planning and the skill to pull it all off. A real rush when you can pull it off.

The Cons:
I have heard that this game has been taken out of certain tourneys because of ball times being too long even with the outlane posts removed. Personally, I thought this game was tough enough as it already was. I need to step up my game and work on my pinball pin-fu. Out of the 6 modes, Change Gears boosts your score like no other and can be unbalancing in lower scoring games. This is especially true when combined with a multiball. Will I ever see the Keefer invitational wizard mode? Who knows... I may just have to look it up on YouTube... The people on the BG look like they are made out of silly-putty. Fortunately, Mr. Rood has only worked on 1 art package in the history of pinball.

The Takeaway:
This game can be either incredibly generous or the nastiest drain monster you have ever met. Your game had better be on. For the longest time there were 3 standard themes in pinball. Pool, Bowling and Cards. This has to be one of the BEST card game themes ever made. Just like poker, there are some subtleties to the game play which require thought as well as skill. Trust me, you REALLY want to hit that 3x scoring from the inlanes when your JP's and card hand are lit. My first impression of this deck is that it literally struck fear in me when i first stepped up to it. Thankfully, I got over that state of mind and started to enjoy this game for what it is. A true sniper's and players game.

Update:
yeah it's a fan layout... but not your average fan layout. That's for sure. Since acquiring this game I have tuned it, put white PF rubbers where they used to be black and have yellow rubbers on the bottom and red rubbers on the top flippers. Removed the left post and moved the right one up as far as I can to protect the plastic. I also disabled the posts on the ramps and steepened this game as much as I could. I now have 4 words for this table.

This
game
is
HARD

One of the surprising things for me is that when I complete a hand, the PF goes dark and I have to really work to see that ball on the upper PF when I complete a hand with the right ramp (Thanks to Cal50 for keying me in to what I need to do to set up the game so that it only stops that ball when a hand is completed from his review of this game). Nailing the 3x shot off the feed to the inlane is never easy and makes missed shots a painful experience (for my pin-ego that is...). Getting to know the modes and which ones to double up with a multiball is paramount to making the most of your scores within the six options you are given. Finally, I know my girl is set up super-pin-bitchy... but even if she was an easy rider... I don't know if I'll ever see the Keefer invitational. earning the right to seeing the Poker Wizard zoom by on the DMD is tough enough... but DAY-UM! This deck just makes me look silly. Missing shots is punished by quick outlane death. Do you really want to go for that drop target? Consider every shot you make carefully and you'd better hit it as it very well may be your last. The Keefer is a true wizard mode for real pinball player. I aspire to see that wizard mode some day. This game is not for the timid. Keep that in mind when stepping up to this game (especially mine). Scores are updated accordingly. I can't stop playing this deck!

Must focus on Pin-Fu!

Update 2:
Put those new rubbers on the lower flippers. Trapping and adaptation skills are on the rework. Missing a big point shot at 3x will make you feel the pin-pain like none other. Annnnnnd WORK IT! The tone of the announcer telling the player "This player better get his game under control" after tilting out the previous ball is absolutely infuriating (by design I'm sure). Rrrrrh.


Update#3:
The more I play this game, the more I love playing this game. Learning your modes and realizing that certain modes (like spot the tell and steal the blind) are best in single ball play and others (like change gears and know your outs) are best in multiball play/ stacking. Who knew the spinners could be so lucrative? Combine a boosted JP with a triple jackpot (from the 8 bank of the drops) makes that 3x shot even more critical. I had a chance to trade my deck for a sweet Ripley's Believe it or not... and I passed.


Update #4:
The two best known pinball programmers today are Keith Johnson and Lyman Sheats. Lyman's work tends to me more about building a big award and then collecting (AC/DC). Keith's work seems to be more about working through modes on your way to a long term goal (TSPP, WoOzand LotR are prime examples) that feels more like a story is being told as you are playing. This game, while it is a KJ game is somewhere in between and more of a building and collecting awards than the story format that we have seen in so many of this other games. 25 mil. qualifiers for many of the 6 mini-wiz modes for the supa-doopa wiz mode! 25 million from the spinners... one of the 6... can be a bit of a grind, but when you play this game well, make your shots and collect. Few things in life are more satisfying!
7.886/10
11 years ago
The Sopranos is another Gomez rehash of the Monster Bash / Lord of the Rings PF fan designs.

The Pros:
The theme is well done and the calls from the show sound great. The PF flows. Sneaking the ball up the lock ramp past the standup is always fun. The game says "fuck" and "shit", but mostly it says "fuck". When this switch mode starts... I sing along.

The Cons:
A lesser version of the above mentioned games. The safe is not the best toy out there. Game can feel "soft" if not maintained as it should be. The fish looks like a cheap plastic prop, which it is... In Tourney mode... the multiball can be extended for what seems an eternity from the Fish/CFTBL/Samwise shot and completely unbalances the game.

The Takeaway:
A good game, but we have seen better from George and his teams. This game feels like a product of no productivity.

Update v1:
I have played this game a bit more since this initial review and I have to admit, I was rather dismissive of this table. Is it a great Stern title, not quite. But it is quite good and much better that I gave it credit for. I love being wrong like this. Is this the most creative layout ever, does this game have the best ruleset ever, no. But it is VERY playable. I really enjoy setting up the Bing/yacht multiball. and IF I can get the swearing up and running at the same time, this game is a hoot. The fish is important duing multiball as it's first award is add a ball and the awards given are usually quite applicable to the place you are playing in within the game. For me an interesting matter to consider is that LotR which was Gomez's previous design, is very similar to this layout. LotR was a Keith Johnson game and this table is a Sheats/Sullivan code collaboration. Since the safe is so dangerous, I will try to increase my rank from the spinner whenever possible. This game has a GREAT spinner. If you can boost the spinner value (60k plus) and rip it up, you are liable to be able to score a million points a shot regardless of what mode you find yourself in on the table. The modes and the mafioso rankings remind me of AFM with it's qualifications and cities to save to qualify for Rule the Universe. You need to shoot for the entire PF for this. And while some of the awards will come more easily than others, If you want to bee the BOSS, you gotta do it all. Ball times are long and this game will definitely need to be "nastified" with sensitive slings, tilt, open outlanes and lightning fleepers, you know... just like my LotR.

So with an nod to the boys and acknowledgement of the good and the bad about this game, play on. This game is much better than I originally thought it was. And as Martha would say, that's a good thing.

Update v2:
This game has decent rules but the way it is set up, there are not many risk/reward options. The points are mostly the same as the game progresses and then it becomes a matter of attrition with the exception of multiball performance. This isn't bad, but it is not great. The longer you play... the more you win. Scores updated accordingly.
7.514/10
11 years ago
A solid game from Gottleib that plays rather generously.

The Pros:
Great shots and action all over the PF. Gordon Morrison makes that Vulcan look great! I like the BG on Fire Queen (the 2 player version of this deck) better, but this still looks solid. The whole art package looks vibrant and keeps the excitement high. The orbit on the left side of the PF is a great shot and the four lanes at the top require a soft plunge and nudging. Great angles on the drop targets to make sure the ball travels all over the entire PF. The curved metal rails on the outlanes in conjunction with the sling angle and lower inlane/outlane post mean ball control is a high priority.

The Cons:
Hitting drops to an extra ball all day long can make for extremely LONG game times. Is there and adjustment for this in the game rules somewhere other than just turning off/disconnecting the extra ball target? I always thought there should be another bank of targets under the extra ball standup... what can I say... another bank of drops on a Gottleib game is something that I like.

The Takeaway:
Another Krynski classic design. A good player for the pinhead looking for a classic and relaxing game.
7.972/10
11 years ago
A solid game from Gottleib that plays rather generously.

The Pros:
Great shots and action all over the PF. Gordon Morrison makes that fire queen look great! The whole art package looks vibrant and keeps the excitement high. The orbit on the left side of the PF is a great shot and the four lanes at the top require a soft plunge and nudging. Great angles on the drop targets to make sure the ball travels all over the entire PF. The curved metal rails on the outlanes in conjunction with the sling angle and lower inlane/outlane post mean ball control is a high priority.

The Cons:
Hitting drops to an extra ball all day long can make for extremely LONG game times. Is there and adjustment for this in the game rules somewhere other than just turning off/disconnecting the extra ball target? I always thought there should be another bank of targets under the extra ball standup... what can I say... another bank of drops on a Gottleib game is something that I like.

The Takeaway:
Another Krynski classic design. A good player for the pinhead looking for a classic and relaxing game.

Update:
Just like any other pinball game out there, fresh rubbers and maintenance makes all the difference! Get this game nice and crispy and it will take you up, down, across and around the playfield with a big lane on the left. Lots of drops and nudging at the 4 lanes at the top of the playfield will keep you pinball happy!
7.640/10
11 years ago
Amigo is a goofy game from Bally. The theme is cartoony and for some reason, I always imagine this game in the corner of a mexican restaurant.

The Pros:
A simple and straightforward design that plays well. The exit from the right lane requires you to stay on your toes. The spinner shot feels great. One of the things I really like about this game is that the ball never stops moving with the exception of the single saucer at the top of the deck. One of the lesser known decks from the golden age of Bally/Kmiec. The Dick White art package is solid all around.

The Cons:
The Bucktoothed Donkey looks sad. The game is too easy with standard settings.

The Takeaway:
I got bored after rolling it twice on the same ball by hitting the spinner over and over. Set it up steep, wax it to a shine, freshen the rubbers and open up your outlanes as far as you can! Ariba!
3.575/10
11 years ago
Skylab is a game that looks like it is really simple. It is. And I don't mean in the good way. It's simple like the village idiot.

The Pros:
Christian Marche killing it once more with another one of his many art styles. This game almost looks as good as Space Mission/Odyssey. The trapped ball loop is a cool idea.

The Cons:
Other than captive balls, there is NOTHING to shoot for.

The Takeaway:
Nice to look at. A bore to play.
3.575/10
11 years ago
Spacelab is a game that looks like it is really simple. It is. And I don't mean in the good way. It's simple like the village idiot.

The Pros:
Christian Marche killing it once more with another one of his many art styles. This game almost looks as good as Space Mission/Odyssey. The trapped ball loop is a cool idea.

The Cons:
Other than captive balls, there is NOTHING to shoot for.

The Takeaway:
Nice to look at. A bore to play.
7.429/10
11 years ago
Jive time is one of the best examples of an EM skill/luck game.

The Pros:
This game starts with a Killer skill shot. The BG animation is great. Christian Marche fills the game with rounded-hippie-not-pointed-Peter Max/Yellow-Submarine-people. The colors on this game are vibrant and happy. 5 pops at the top keep things moving fast. You'd better be ready when the ball reaches the flippers, because this game does not ever sit still. Drop catch skills are an absolute must on this deck. Possibly one of the finest examples of a game design that bridges the frustration/I gotta play one more game factor.

The Cons:
Raising the posts is necessary for your ball to last more than 8 seconds and even then, the outlanes are waiting hungrily. I love the BG spinner, I hate the "Randomness" of the way it scores. It can be completely unbalancing. The middle PF saucer is not shootable, another luck shot that rolls in whenever it happens to and is a game changer. It's a good thing this is a 1 player game.

The Takeaway:
A good game that could have been great if it had been less of a "luck-fest" with the major scoring features. Still fun and challenging to play though.
9.600/10
11 years ago
This is a skills game par excellence. I found one with a trashed bg... I will be restoring the one I have an looking for another bg in the meantime.

The Pros:
The artwork is killer! For it's time it is incredibly bright, detailed and we even got christian marche not to use pointy people. The pf is a trip too. I mean really, are you blind? This art package is creative, vibrant and full of character. But then again this is only my opinion. The tunnel starts, the tunnel stops. What to shoot for, the center skill lane or the two saucers that might or might not score, but the gates open when you get them landed. What to do, where to go. Get that post up, tap the flipper and time that 5k center target. Those outlanes are tough! Classic risk vs. reward. It may seem simple, but it is never easy.

The Cons: My bg is flaking big time... but that's just my game. Bally connectors can be flaky too.

The Takeaway:
A brilliant game by the entire team! I have to know though... is it Ted Zale or Jim Patla? Christian Marche put out a great art package that ties the whole game together from the pf, to the cab to the fantastic bg. Who ever engineered this game, I wish I knew who you were... you did a bang-up job!


Update:
This is one of the best Bally EM games from the early 70's. There are a number of games that are similar in layout, but the implementation of the time tunnel, the up post and those evil outlanes means that risks must be taken skillfully or you will not get a good score. For pinheads who say EM games are luck boxes, this game demands a new set of SKILLS that you can transfer to any game. New or old. Can you shoot for the collect time lane on the left, yes. Will you be able to score it? Rarely. But you can also learn how to nunge/bounce the ball into the lane from the upper portion of the playfield. Don't tell me that isn't skillfull pinball. It's just upside down and not what many are used to. A damn fine game for true players!
9.441/10
11 years ago
This is a skills game par excellence.

The Pros:
The artwork is killer! For it's age it is incredibly bright, detailed and we even got christian marche not to use pointy people. The pf is a trip too. I mean really, are you blind? This art package is creative, vibrant and full of character. But then again this is only my opinion. The tunnel starts, the tunnel stops. What to shoot for, the center skill lane or the two saucers that might or might not score, but the gates open when you get them landed. What to do, where to go. Get that post up, tap the flipper and time that 5k center target. Those outlanes are tough! Classic risk vs. reward. It may seem simple, but it is never easy.

The Cons: Bally connectors can be flaky. I like the 2 player version of the BG better as there is more awesome artwork and fewer rolling numbers.

The Takeaway:
A brilliant game by the entire team! I have to know though... is it Ted Zale or Jim Patla? Christian Marche put out a great art package that ties the whole game together from the pf, to the cab to the fantastic bg. Who ever engineered this game, I wish I knew who you were... you did a bang-up job!

Update:
This is one of the best Bally EM games from the early 70's. There are a number of games that are similar in layout, but the implementation of the time tunnel, the up post and those evil outlanes means that risks must be taken skillfully or you will not get a good score. For pinheads who say EM games are luck boxes, this game demands a new set of SKILLS that you can transfer to any game. New or old. Can you shoot for the collect time lane on the left, yes. Will you be able to score it? Rarely. But you can also learn how to nunge/bounce the ball into the lane from the upper portion of the playfield. Don't tell me that isn't skillfull pinball. It's just upside down and not what many are used to. A damn fine game for true players!
9.066/10
11 years ago
Sing along is a game that takes you back in time to see what a great playing pinball game Gottleib made when they were the kings of pinball.

The Pros:
Skill is required all over the PF. Nudging at the top lanes, nudging in the pops to hit the 50 point gate back and forth, nudging by the eeeety beeety fleeepers with the post between them. So much to shoot for and when you get it all lit... lining up that white saucer is so sweet... The entire art package is a joy to take in. Art Steinholm is the MAN! Personally, I get the idea that he was a Christmas kind of guy because everyone looks happy and is having a great time.

The Cons:
This game is hard to aim with having no inlanes and eeety beeety fleeepers. Reflex shots are pretty much all you can get. Drop catch at your own risk.

The Takeaway:
A true players game for the era. You have to work your nudging skills as well as your flipper skills. Just remember, there is no tilt warning, just a tilt. Ed Krynski strikes again!
9.066/10
11 years ago
Melody is a game that takes you back in time to see what a great playing pinball game Gottleib made when they were the kings of pinball.

The Pros:
Skill is required all over the PF. Nudging at the top lanes, nudging in the pops to hit the 50 point gate back and forth, nudging by the eeeety beeety fleeepers with the post between them. So much to shoot for and when you get it all lit... lining up that white saucer is so sweet... The entire art package is a joy to take in. Art Steinholm is the MAN! Personally, I get the idea that he was a Christmas kind of guy because everyone looks happy and is having a great time.

The Cons:
This game is hard to aim with having no inlanes and eeety beeety fleeepers. Reflex shots are pretty much all you can get. Drop catch at your own risk.

The Takeaway:
A true players game for the era. You have to work your nudging skills as well as your flipper skills. Just remember, there is no tilt warning, just a tilt. Ed Krynski strikes again!
3.466/10
11 years ago
Apollo 13 is a gimmick game. It's a cool gimmick, but after a few 13 ball multiballs, the gimmick becomes tired novelty.

The Pros:
The rush of starting multiball. The moon is a cool toy as well. A solid PF layout, but no well thought out game play rules to support it. What a shame. I like the magnetic spinner on the PF and how it integrates into play. X-men borrowed this one to good effect as well. I like the "twist" on the plunger.

The Cons:
The "meh" effect settles in pretty quickly. Artwork is lackluster (even Tom Hanks wanted no part of it). There is no reason why this game should be blah other than a rulesheet that revolves around the game's gimmick. I refer to this as "having limited vision". The rocket lock just needs a harley-davidson on top of it now.

The Takeaway:
Play it and enjoy it, while it lasts...
9.298/10
11 years ago
is one of the finest EM games ever created.

The Pros:
Great shots to shoot at, the 1-10 targets in the PF require at least 3 shots up the pf to light them all. Great action in the pops and the orbits are placed perfectly. Alternating lights on the orbits keep your shots up in the air. The bagatelle is implemented incredibly well into play. Art Steinholm laid down a brilliant art package, one of the best ever to be seen on a pinball game. Add-a-ball is always a challenge to your skills.

The Cons:
The only thing that would have made this table better, are inlanes. The bagatelle can make the difference between a good and a great scoring game. You can't really nudge it to add skill to what you get for points. I don't own one.

The Takeaway:
I will have one in my collection some day. One of Norm Clark's best.
9.298/10
11 years ago
Apollo is one of the finest EM games ever created.

The Pros:
Great shots to shoot at, the 1-10 targets in the PF require at least 3 shots up the pf to light them all. Great action in the pops and the orbits are placed perfectly. Alternating lights on the orbits keep your shots up in the air. The bagatelle is implemented incredibly well into play. Art Steinholm laid down a brilliant art package, one of the best ever to be seen on a pinball game.

The Cons:
The only thing that would have made this table better, are inlanes. The bagatelle can make the difference between a good and a great scoring game. You can't really nudge it to add skill to what you get for points. I don't own one.

The Takeaway:
I will have one in my collection some day. One of Norm Clark's best.
7.600/10
11 years ago
Slugfest is not a pinball game. It was just programmed by a team of pinheads. It also happens to be a pretty fun game.

The Pros:
It's a pitch and bat!

The Cons:
It's a pitch and bat!

The Takeaway:
It's a pitch and bat! Slugfest is probably the best pitch and bat game ever made. Nice in a larger collection or for someone who really likes pitch and bat games. I like the fact that it can dispense baseball cards if set up to do so. 2 players on the same game at the same time are way sweet and is something that you don't see in pinball. A fun game for kids of all ages.

Update:
There seems to be a large proportion of these games that are parted out for boards. A shame really. When playing with a friend (as pitch and bats should be...) This may be one of the best beer drinking games at the party. Put a beer in one hand. play with your other hand. Continue the pitch and bat beer charged merriment! A great diversion at a pinball party that is simple, fun and leaves two handed people capable of drinking their favorite party beverage SIMULTANEOUSLY!

Monkey press button... Monkey play pitch and bat!

And just in case you didn't know, it's a pitch and bat.
5.722/10
11 years ago
Crescendo is a game that has a great BG and plays, ok.

The Pros:
Vibrant colors and the first use of drop targets by Gottleib. Lots of nudging in the top lanes and near the pops. The first Gottleib game with drop targets.

The Cons:
This game can get "dead" very easily in the lower PF. Pops had better be snappy and the rubber fresh. This may be a first time for me saying this... but this game will benefit from a lower PF angle to get the action fast and bouncy.

The Takeaway:
When properly maintained in the lower PF... this game is a decent player.
5.816/10
11 years ago
Groovy is a game that has a great BG and plays, ok.

The Pros:
Vibrant colors and the first use of drop targets by Gottleib. Lots of nudging in the top lanes and near the pops. The first Gottleib game with drop targets.

The Cons:
This game can get "dead" very easily in the lower PF. Pops had better be snappy and the rubber fresh. This may be a first time for me saying this... but this game will benefit from a lower PF angle to get the action fast and bouncy.

The Takeaway:
When properly maintained in the lower PF... this game is a decent player.
5.816/10
11 years ago
Psychedelic is a game that has a great name, BG and plays, ok.

The Pros:
Vibrant colors and the first use of drop targets by Gottleib. Lots of nudging in the top lanes and near the pops. The first Gottleib game with drop targets.

The Cons:
This game can get "dead" very easily in the lower PF. Pops had better be snappy and the rubber fresh. This may be a first time for me saying this... but this game will benefit from a lower PF angle to get the action fast and bouncy.

The Takeaway:
When properly maintained in the lower PF... this game is a decent player.
8.368/10
11 years ago
Star Trek is a game based on the original series of Star Trek. The theme and the features on this game are incredibly well integrated.

The Pros:
A slightly asymmetrically designed PF with lots to shoot for. 2 banks of vertically aligned drop targets keep your aim sharp. The kickout holes and ramps require precision as well. My favorite feature on the PF is the oscillating target in front of the center sinkhole, very nice! The theme is integrated into the game incredibly well. The BG animation is top notch. I like the ramp with the alternating diverter and the BG lenticular animation is perfect for the theme!

The Cons:
Considering other gmaes of this vintage, it's a bit simple on the rules. Does anyone know if you can alter the difficulty settings on this game? I really like K O'C's work. But this game features a few too many Shatners and not enough Montalbans... The PF is rather dark.

The Takeaway:
A good looking and playing pinball game whether you are a trekkie or not. One of the better DE games out there that not too many people talk about. Out of the TAS pinball themed games this one is the best by lightyears. (Groan...) Sorry people, I had to say it.

Update:
I got a chance to play a great playing copy of this table at D&D pinball in Tucson, AZ. It was GREAT! The one thing that I really came away with was how solid the nearly symmetrical layout was. The owner had adjusted the lenticular lens to "Beam the team" and it looked fantastic. The dual sets of vertical drops on the side harken back to an age of EM awesomeness and the rules, while not the deepest, are very playable and the multiball lock under the left ramp is way sweet! I will say that if the Scanner Value hole is not tuned, it can put the ball between the flippers with quite a bit of frequency. 7 Kirks and Spocks on the game is a lot. They did put the green lady on the upper orbit to the top lanes... sweet!

All in all, this game is FUN! So get to work on collecting those crystals, work that multiball and Gitcher' self some Tribble Trouble already!
6.190/10
11 years ago
Rollercoaster is a game that will surprise you a few times...

The Pros:
The wireforms are really nicely done. Consider this game came about in 1971 and remind yourself that this feature (ramps) is about 10 years ahead of it's time. Krynski is the MAN! Morrison's BG artwork is spot on for this theme. The spinner in the middle of the table makes for some interesting and chaotic gameplay. Super simple upper PF has good action and lots of room for the ball to fly around.

The Cons:
Drainy would be an understatement. The outlanes on this game are some of the most vicious ever put on a PF. Add the side lanes above them that don't always clear the top of the slings... ouch! Since you can't nudge into the inlane... ouch. When the eeety beeety score spinner doesn't work, the game dies.

The Takeaway:
A good game to play because it's different. Expect your skills to be challenged and 5 ball games to be less than a minute long.
9.229/10
11 years ago
Big Indian is a game that makes the most out of very minimal design.

The Pros:
A deceptively lively game with a minimal amount of playfield population. Nudging skills are needed despite a pf that looks sparse. Accurate shooting for all targets must be executed. Risk/reward personified at the vari-target shot. 5k is a good deal of points on this table. A missed shot (or even an accurate one) can come screaming at you from halfway up the playfield right between your flippers.

The Cons:
Drain monster could be another theme for this table.

The Takeaway:
A Krynski course in efficiency in pinball design can be derived from this deck. If this game is waxed and the coils are strong, the diagonal angles on this table get the ball bouncing and spinning all the way down the table. Frustrating would be the best single word to sum up the play experience. I guess I have to start playing better...

Update:
This game has really grown on me. The whole table needs to be actively played and nudged. If you do not take control of the ball from the top lanes of the PF, there is a good chance that the ball will be sent to the super hungry outlanes. Either directly or with a treacherous bounce off of the top of the slings. The gap between the flippers is no joke either, But the outlanes in particular... yikes. Some people will bemoan the lack of what most designs would utilize with guided shots. This game has those shots, you just have to really look for them and realize that those 3 star rollovers in a row are pointing you in the direction you need to go. Once your bonus is maxed, you can keep shooting drops, but your only other real scoring opportunity is the vari-target. Yes, Master K put a limiter on the scoring of the pf so when you got to the ceiling of bonus count, you really can only go for the most dangerous shot on the table to make any more real progress. Brilliant. Combined with that "one more game" magic... is why this design in 2/4 player reels sold over 10k. This game is a true player. Scores adjusted accordingly.
9.229/10
11 years ago
Big Indian is a game that makes the most out of very minimal design.

The Pros:
A deceptively lively game with a minimal amount of playfield population. Nudging skills are needed despite a pf that looks sparse. Accurate shooting for all targets must be executed. Risk/reward personified at the vari-target shot. 5k is a good deal of points on this table. A missed shot (or even an accurate one) can come screaming at you from halfway up the playfield right between your flippers.

The Cons:
Drain monster could be another theme for this table.

The Takeaway:
A Krynski course in efficiency in pinball design can be derived from this deck. If this game is waxed and the coils are strong, the diagonal angles on this table get the ball bouncing and spinning all the way down the table. Frustrating would be the best single word to sum up the play experience. I guess I have to start playing better...

Update:
This game has really grown on me. The whole table needs to be actively played and nudged. If you do not take control of the ball from the top lanes of the PF, there is a good chance that the ball will be sent to the super hungry outlanes. Either directly or with a treacherous bounce off of the top of the slings. The gap between the flippers is no joke either, But the outlanes in particular... yikes. Some people will bemoan the lack of what most designs would utilize with guided shots. This game has those shots, you just have to really look for them and realize that those 3 star rollovers in a row are pointing you in the direction you need to go. Once your bonus is maxed, you can keep shooting drops, but your only other real scoring opportunity is the vari-target. Yes, Master K put a limiter on the scoring of the pf so when you got to the ceiling of bonus count, you really can only go for the most dangerous shot on the table to make any more real progress. Brilliant. Combined with that "one more game" magic... is why this design in 2/4 player reels sold over 10k. This game is a true player. Scores adjusted accordingly.
9.540/10
11 years ago
Eight Ball Deluxe is a damn fine game to play.

The Pros:
A great game to look at. I'm not much for Country music, but that bar on the BG looks like a fun place to be. Margaret Hudson did one of her best packages for this deck. Goerge Christian put together a brilliant game design that outshines his best seller Eight Ball with incredible shot selection and addictive action. 12 drop targets including 4 inlines and a standup that get progressively more difficult the further you go up the shot lane. A 3rd flipper that you actually can and want to use on a PF with no ramps or tunnels underneath it. The amount of skill needed to sharpshoot single drop targets at such a steep angle is no small matter. I love standups behind drop targets.

The Cons:
There isn't one in my basement. How can those pop bumpers shoot the ball back between the flippers so fast from a direct shot? That's 2/3rd's up the playfield and back and it still beats me to the punch! Must work on reflexive twitching skills! A 2 ball multiball with a lock from the saucer is the only thing that I can think of to make this game better. 2x PF scores would be way schweet!

The Takeaway:
If some people think this game is too easy... there are a number of software options to adjust the gameplay with. Steepen it up, wax the PF and put on a new set of rubbers to make this game as fast as you can and see how long your 3 ball games last. true player that has everything in it that a classic Bally has. Great play, great art and the feeling that you always want to go for another game. There seems to be a number of "haters" on this game for various reasons. "This game is a drainer... it was made for for the operators (duh)... it hurts my mangina..." in relation to how this game plays. Well, me belief is that this game is (Warning, Warning... incoming rant... Warning, Warning) ETERNALLY CHALLENGING!!! THIS IS WHAT A MASTERFUL GAME DESIGN DOES... IT GIVES YOU ENOUGH TO KEEP YOU COMING BACK FOR MORE EVEN WHEN IT MAKES YOU LOOK SILLY! SO GET OVER IT AND PLAY LIKE YOU SHOULD! IF YOU PLAY AS YOU SHOULD AND PLAY CONSISTENTLY ON A CHALLENGING TABLE, YOU WILL BE A BETTER PINBALL PLAYER. PINBALL IS A GAME OF LUCK, BUT THE BEST PLAYERS MINIMIZE THIS BY PLAYING WITH SKILL!!!

With this I will leave with the immortal words of Norm from "This Old Pinball" on T.O.P. #4 TOP#4 - "Pinball Ain't Dead, It Just Smells Funny": "SO PLAY BETTER!!!!! (Monkey screeches follow...)"

Rant off... I feel much better now.

Update:
This game rocks. I can see why it was one of the best, most popular and highly produced of it's era. It is a great game from a theme, players and operator's perspective. Before The Addams Family, there was Eight Ball Deluxe!
9.158/10
11 years ago
Eight Ball Deluxe LE is a damn fine game to play.

The Pros:
A great game to look at. I'm not much for Country music, but that bar on the BG looks like a fun place to be. Margaret Hudson did one of her best packages for this deck. Goerge Christian put together a brilliant game design that outshines his best seller Eight Ball with incredible shot selection and addictive action. 12 drop targets including 4 inlines and a standup that get progressively more difficult the further you go up the shot lane. A 3rd flipper that you actually can and want to use on a PF with no ramps or tunnels underneath it. The amount of skill needed to sharpshoot single drop targets at such a steep angle is no small matter. I love standups behind drop targets.

The Cons:
How can those pop bumpers shoot the ball back between the flippers so fast from a direct shot? That's 2/3rd's up the playfield and back and it still beats me to the punch! Must work on reflexive twitching skills! A 2 ball multiball with a lock from the saucer is the only thing that I can think of to make this game better. 2x PF scores would be way schweet! I prefer the art pax on the original head. This game looks good in the smaller size, but it is more of a business card (to me) than a BG.

The Takeaway:
If some people think this game is too easy... there are a number of software options to adjust the gameplay with. Steepen it up, wax the PF and put on a new set of rubbers to make this game as fast as you can and see how long your 3 ball games last. A true player that has everything in it that a classic Bally has. Great play, great art and the feeling that you always want to go for another game. There seems to be a number of "haters" on this game for various reasons. "This game is a drainer... it was made for for the operators (duh)... it hurts my mangina..." in relation to how this game plays. Well, me belief is that this game is (Warning, Warning... incoming rant... Warning, Warning) ETERNALLY CHALLENGING!!! THIS IS WHAT A MASTERFUL GAME DESIGN DOES... IT GIVES YOU ENOUGH TO KEEP YOU COMING BACK FOR MORE EVEN WHEN IT MAKES YOU LOOK SILLY! SO GET OVER IT AND PLAY LIKE YOU SHOULD! IF YOU PLAY AS YOU SHOULD AND PLAY CONSISTENTLY ON A CHALLENGING TABLE, YOU WILL BE A BETTER PINBALL PLAYER. PINBALL IS A GAME OF LUCK, BUT THE BEST PLAYERS MINIMIZE THIS BY PLAYING WITH SKILL!!!

With this I will leave with the immortal words of Norm from "This Old Pinball" on T.O.P. #4 - "Pinball Ain't Dead, It Just Smells Funny": "SO PLAY BETTAHH!!!!! (Monkey screeches follow...)"

Rant off... I feel much better now.


Update:
This game rocks. I can see why it was one of the best, most popular and highly produced of it's era. It is a great game from a theme, players and operator's perspective. This game is so good, that I don't even mind the wacky cabinet. The single flourescent bulb behind the bg is a sign of things to come... Before The Addams Family, there was Eight Ball Deluxe!
9.395/10
11 years ago
Ted Zale has given us another glimpse into his genius. Read on cadets!

The Pros:
For a game that looks so sparse, there is quite a bit to do. Look at the PF nipple tic-tac rollovers and in combination with the mushrooms, you have a complete spectrum of shots to make across the board. Getting the silver ball to orbit the blast off around the earth is a brilliant example of Mr. Zale bringing the space race through sputnik to our pinball enjoyment. The Super-duper skill shot from the top will keep you nudging all day long. You'd better hit that red mushroom ASAP and stay away from the yellow mushrooms at all costs! Kind of simple, never, never, never easy. The artwork is Jerry Kelly doing his best minimalist angular art package to give the player the illusion that they are floating in the universe. Even the paper airplane graphics on the side of the cab look just right. I love watching the satellite make an orbit around Mama Earth. Find one and play it all day long. Always a challenge, never boring. Sign of a brilliant pinball design.


The Cons:
I don't own one. I am willing to take donations to the pinball cause though.

The Takeaway:
OK guys... here's another reason why this game is genius... I tell you GENIUS! There is no sound on this game... because there is NO SOUND IN OUTER SPACE!

GENIUS!

I bow down to the greatness of the Zale. Come join me and... bow down to the greatness of the Zale!

I said bow damnit!

I know this is a rambling review, but looking into the vaults Jerry Kelly was the man who started the whole cut-paper pointy people look starting with A-Go-Go in 1966. Christian Marche didn't start to point with his people until 1968. Righteous Jerry Kelly!
7.798/10
11 years ago
Challenger is not your average pinball game in the head to head format or the way the game the game itself moves.

The Good:
It has been years since playing a pinball game has left me speechless. This game did that. I could not believe this until I played it and even then... I was still starstuck after playing it. The playfield moves in the way no other game does. Playing pinball Down hill is a new experience for me. Therefore the highest PF rating. Best animation rating EVER!

The Bad:
Would it be a lasting people in my collection? No. It's a novelty, but it's a mindblowing one... for a novelty. I think it weighs as much as a piano.

The Takeaway:
Play one if you can find it with a friend. Your life will be better for it. I found my copy at PAPA.
7.542/10
11 years ago
It has been a long time since I have played this game so I'll make it brief.

The Pros:
A cool layout with great shots and lots to shoot for. The sounds are spot on and making field goal always feels like an accomplishment. The art package is spot on to late 80's football imagery. It's not his most brilliant package, but K O'C does it again. Loved the skill shot. The center standups are sucker shots, so you better be on point. The raising of the ramp to put the ball between the goal posts is an awesome shot.

The Cons:
Very very simple ruleset, can be a snoozer once you find the groove. You'd better wax it up, steepen it to the point of only a sweet shot to the ramps will come all the way around and open up the outlanes to their nastiest settings or even remove the lowest star post.

The Takeaway:
An incredibly fun game. It's really well done with the whole theme and how the game is put together. Are you playing for pinball points or football points, or both? Take your pinball score and multiply it by your football score... I remember that it feels like you are playing a football game even though you are playing pinball. That's a job well done. I can't wait to find another one and play it again.
6.985/10
11 years ago
Rocky and Bullwinkle is a perfect theme for pinball. The execution of the theme and artwork is incredibly well done. I have to give credit where it is due to K.O'C on this table.

The Pros:
The art package is right on. I had no idea that this was a Kevin O'Connor package until I read the ipdb credits. Can this man do no wrong? Pulling the animals out of the hat is always entertaining. Great flow to the ramps and the Wabac is incredibly true to the original TV show. This game awards you for bang backs and death saves... Nice! The multiball start really gets your heart racing. I absolutely love the pulling the animal out of the hat animation on the BG.

The Cons:
Wrong hat... make this audio cue happen every 3rd-4th shot... please... Multiball is the 3rd ball gimme. Some of the rules are not so well thought out. Random Double your score award takes this game out of any major tourney. This lack of thought with the rules, scoring and play is another reason DE is not taken seriously.

The Takeaway:
I like playing this game. I love the way this game works with Jay Ward and Co and respects the IP of R&B. I love so much about this game, but Tim Sickel had SO MUCH GOOD MATERIAL to work with and he did not finish the job with the gameplay /rules on this deck. In my eyes, for DE... this game should be a fantastic one and instead... it's just a novelty to play. After saying this about R&B this score may seem high, but I love the theme and package and can't give these categories anything other than the highest rating I can.
3.845/10
11 years ago
Jurassic Park: Lost World could have been soooooo gooooood. But here we are with this dissapointment of a pinball game.

The Pros:
A solid layout. That's because it's nearly identical to AFM without the saucer scoop/wall. Just add another ramp/lane instead and put a big egg on top of the scoop. Brilliant! Umm, no. But hey, if you're going to steal, steal from the best! The artwork on the PF looks good and I like the curve on the back box.

The Cons:
This is why you have world class players write the rules and program your games. Really. Give this game to Lyman Sheats or Keith Johnson and see what brilliance they can come up with. The DE team is not nearly as talented or as capable as the Bally/Williams team and this game is a prime example of why DE games are a distant second to the brain trust that was in the Williams stable. The game's sound is not impressve at all. The BG art is muddy. The gameplay itself is unbalanced, lackluster and the wiz mode is a huge letdown. Adding another multiball into the rulesheet, just because you can, does not make a better quality game.

The Takeaway:
DE's appropriation of TAF with the first JP game is the way to go by a longshot. Strictly for the fans of the movie and the kiddies who think dinosaurs are cool.
6.295/10
11 years ago
Out of Sight is a game that is looks fantastic and plays very simply.

The Pros:
Gordon Morrison knocked it out of the park on this package. The BG in particular is brilliant. The layout is simple and the rules are straightforward. Everything just screams "Classic Gottleib". Krynski can be seen in all the shots and angles. The 5k drop target requires solid sniping skills and good reaction times as the ball screams back down the PF.

The Cons:
This game is too simple. Just knock down all the drops (WHICH DON'T RESET! AAAAAGH!) to light your double bonus. Do this at least 3 times during your game and you're gonna roll it. Should have been a single player game. Even with steep angles, fresh rubbers, a minty waxed PF and open outlanes... it's too easy to crush this game.

The Takeaway:
This is a good game with the understanding that if you want a game for the kids or a trip down memory lane, here's your deck. If you are a serious player searching for a long term challenge, look elsewhere.
6.127/10
11 years ago
Far Out is a game that is looks fantastic and plays very simply.

The Pros:
Gordon Morrison knocked it out of the park on this package. The BG in particular is brilliant. The layout is simple and the rules are straightforward. Everything just screams "Classic Gottleib". Krynski can be seen in all the shots and angles. The 5k drop target requires solid sniping skills and good reaction times as the ball screams back down the PF.

The Cons:
This game is too simple. Just knock down all the drops (WHICH DON'T RESET! AAAAAGH!) to light your double bonus. Do this at least 3 times during your game and you're gonna roll it. Should have been a single player game. Even with steep angles, fresh rubbers, a minty waxed PF and open outlanes... it's too easy to crush this game.

The Takeaway:
This is a good game with the understanding that if you want a game for the kids or a trip down memory lane, here's your deck. If you are a serious player searching for a long term challenge, look elsewhere.
4.367/10
11 years ago
One of the most beautiful games ever made... and an advancement in graphics tech with a 4 color process instead of a die for each color.

The Pros: A great art package to look at. Especially if you want to get your Frazetta on! The The Dragon's den captive ball shot is very satisfying when hit. I'd love to have a BG to frame on my wall. Heck, I'd even do the same for the PF.

The Cons:
The Gameplay is very simple. Even with the conservative settings, it's not challenging. I'd go as far as to say it's downright dull to play. One of Gary Gayton's worst layouts.

The Takeaway: A great deck for a beginner. I remember playing the heck out of this game when I was a kid. When I played it again a few years ago... it did not live up to the fond memories of the past. I actually shook my head thinking... "This was the game I played when I was 12?"

Update:
It's all about a-e to light 5x (+ a few spinner rips) and collect the whammy-jammy bonus score. I like hitting the captive ball... but... why? The hard part is waiting for that 5x bonus score to eventually count down until the next ball is ready. I mean... I know it's early SS tech, but that bonus count puts me to sleep.
8.237/10
11 years ago
Another Ted Zale masterpiece that makes you remember that the ball is WILD!

The Pros:
A skill shot that is truly skillful with a cross playfield figure 8 trajectory. Fantastic action in the pops and a tough shot on the upper right of the pf for the lock sequence. Multiball is great to earn and even greater to steal from your opponents. The switch matrix means that random shots that should go out of the playfield, come back into play... and never rely on your zipper flippers being closed. Keep on your toes!

The Cons:
I have never known any other art package to feature the Burlap Sack design on the pf plastics and the bg. One of Dick White's worst packages.

The Takeaway:
Lots of shots, lots of pop bumper action and lots of balls flying around the playfield. This is the type of table that will give you a great game and then hand you your tail on the next credit. Possibly Ted Zale's greatest pinball design with the exception of Fireball. GitSum'!
8.118/10
11 years ago
Cactus Jack's is a game that comes highly recommended from some players that I have a good deal of respect for. As a side note... this game sets the record for the amount of inserts placed into a PF.

The Pros:
Great shots, great light shows and a very well done original theme that is pulled off quite well. This game feels like a party. I wasn't sure of what to make of the cacti in the back of the game as it shortens the PF, but the dancing desert plants are a great part of the whole theme of this game. Playing this game, I think this is the only time in my life that I can say that I like listening to polka music.

The Cons:
I really don't like the BG on this one. It works with the theme, but the execution looks like everyone is made of silly putty.

The Takeaway:
A solid playing game that I am getting to know better. Not the deepest table, but so what, it's fun. And that's what it's all about isn't it?
5.259/10
11 years ago
Another Christensen masterpiece. Another Christian mediocre design.

The Pros:
Just look at this thing. It's brilliant. Simply utterly brilliant. It's so good, this game makes me want to go to a drag strip and watch the races!

The Cons:
Just play this thing. It's boring. Simply boring. Top and left saucer all day long. Rinse and repeat... One of the most monotonous playing Bally games of this era. Light double bonus, max both bonus ladders. 40-80k a left saucer, feed and trap to the right flipper.

The Takeaway:
I'll play the game, but it's too easy to roll. This game is such a dissapointment to play that instead of playing pin, I'd much rather just stand back and look at the art package.
4.084/10
11 years ago
Hot Tip is an alright game. It could be better. As in it could have been much much better.

The Pros:
The left hand of the PF is space mission/odysey. Drops and pops at the top of the pf are fun when properly set. Nudging skills to the saucer are cool too. I like the feel of the "williams" drop targets.

The Cons:
Artwork is not the best. Christian Marche is one of my favorite pinball illustrators, but this package is not doing it for me. The right side of the PF with the captive ball is boring and as far as scoring is concerned, there is no real reason to hit it. Drop the targets once and rip the spinner. That's about it. Too easy to roll. Overall, play is high on the "meh" factor.

The Takeaway:
I'll play it, but I'll also be looking for other games in the room to play other than this one.
4.926/10
11 years ago
Mustang is a good simple pinball game that make sure that you are playing as you should.

The Good:
Tricky saucer shots from the flippers to the top of the PF require sniper skills. I like the drop targets, but the "A" rollover at the top of the PF takes true skill. Quad your bonus if you can!

The Bad:
Can be a bit too simple at times. The kickers on the left and the right of the upper PF can make the saucers a gimme.

The Takeaway:
Steepen this table, wax it up and open the outlanes as much as you can and you will always have a Krynski challenge on your hands.
4.926/10
11 years ago
Bronco (Mustang is the 2 player version of this deck.) is a good simple pinball game that make sure that you are playing as you should.

The Good:
Tricky saucer shots from the flippers to the top of the PF require sniper skills. I like the drop targets, but the "A" rollover at the top of the PF takes true skill. Quad your bonus if you can!

The Bad:
Can be a bit too simple at times. The kickers on the left and the right of the upper PF can make the saucers a gimme.

The Takeaway:
Steepen this table, wax it up and open the outlanes as much as you can and you will always have a Krynski challenge on your hands.
7.028/10
11 years ago
Doozie is a game that I thought was a Bally game when I first played it.

The Pros:
Christian Marche killing it again with the pointy people! A super simple layout from Mr. Kordek that belies a demanding and fast game. The rollover targets on this game give you more to shoot for than you would think.

The Cons:
Williams made only 4 games with zipper flippers... oh the possibilities. More click and not enough bell.

The Takeaway:
Bally could have used strong zipper flippers like the set on this deck. Don't take your eyes off the ball on this game or it's gone! Average 5 ball game lasts less than 60 seconds.
8.765/10
11 years ago
I never thought I would be able to find and play this game. I got lucky and found a collector who had this (and a bunch of great games other than this one) in his basement that he graciously let me into and give it a go.

The Good:
This game plays incredibly well for being so old that it does not even have scoring wheels. The center target with the animals rolling on by is completely about risk/reward as it is surrounded on either side by gobble holes. The artwork is tight and the dropping of the animals on Safari plays incredibly well. Just like game with lots of drops, before too long, that last animal is a tough shot to clear. Lots of action up top, lots of skill down below on this pf. Breastalicious Babes with Buffallo Bazookas make me HOT!

The Bad:
I may never get another chance to play this game again, much less ever own one. The first time I saw it was on Clay's repair vids/dvd's and it took me way too many years to find one to play.

The Takeaway:
Possibly the only game I'd ever want to own that has a gobble hole. The cabinet is way rad and gives you a place to set your cigs and beer down while you get your pin-game on. The theme is definitely not for the vegetinarian PC crowd... but so what? Who cares about those stick in the muds! Even thought this game was made in 1960 (Eisenhower was still in office) pinball may never have looked better. So get in touch with your inner Nugent and if you can... enjoy this damn fine game that plays like every great white hunter on safari wishes he could!

Update:
Wouldn't you know... dreams do come true. A friend bought a copy that I had played locally and ended up trading it to me for work done on his own collection. I didn't even ask for the game (not that I am ungrateful in the least...) and it came to me in a roundabout way.

Now that I have had some more quality time with my new baby I can give an even more in depth review of this game.

First off, scoring is not always easy to recognize. The lit scoring means that you have to pay attention to the game in a different way than you would playing an EM with score reels. If you have a million point score without a 100-900k light lit, it is just a million point score. It took me 5 minutes to figure that one out. Also, If a pop bumper is not lit for points... like many other features on the table, they DO NOT add to your score when hit. You just cycle between the 00-90 match sequence for an audio\visual feedback with the game. You have to hit lit pops and lit/unlit lanes and gobble holes to advance your score by 100-500k increments. This means that much of your action on the playfield DOES NOT benefit your score. Even the center standup target. It may knock off an animal for you, but it will not add to your 100k/millions score. This is very confusing for many players and it made me look at this game again in a different light. Now this game is all about playing the shots to the side and nudging the action up top. The difficult to access top lanes on the left and the right not only score good points but also light up the 100,000 point pop bumpers. With a properly set up game that is fast, this can be where your big points are. However, getting into those top lanes is more luck than skill as it is very difficult to bounce out of those lanes. Quite often the ball will enter from below from one of the jet pop bumpers instead of dropping in from the top. Even then, put action in the pops is where this game is at. The funny thing is though, the advance and the jet bumpers don't actually score points. They just go ding ding ding and maybe advance an animal. So wouldn't you know that the action in the pops is to try and drive the ball towards a better scoring feature in the top lanes. It's the only safe place in the game. The lower playfield even with the small gap between the flippers is very hungry on the sides and the gobble holes live up to their names.

Modern tournament players are going to hate this table as it requires a great deal of nudging and the scoring opportunities are not obvious. However, the game plays great when set up as it should be and when she'll understand what's going on it's a lot of fun to play.

All in all, this is a great game. It is also my first woodrail and my first Harry Mabs game. Step on up, Put down your cigarettes and your beer right in front of you and make sure you don't shake the game too hard. You'll knock your beer over and put out your smoke.
7.707/10
11 years ago
Time Fantasy game really surprised me. I happened to play a mint copy of this game at a friend's house. I thought, "meh: when I walked up to it, but once I got into the game, I really liked it. Kind of an EM throwback, simple, but not easy. At the time it was designed as an (quote from the flyer) "Good old fashioned pinball at a good old fashioned price." Barry and his team certainly fit the bill.

The Pros: This deck is much much faster than expected. Strategy requires you to build your bonus with targets. I wonder if drop targets were considered for this design? The u-turn on the right increases the next score when you hit the lit side of the loop, hit the wrong side and it decreases... skills! Oursler tm outlanes make sure you keep on your toes with this deck. Poor flipper control means loballs flying towards the sides of the deck at high speeds. Classic firepower sounds work perfectly with this game. This game is all about building your "snail time" and then hitting the t_i_m_e target to start your invulnerability. Get those top lanes to get your multiplier maxed and shoot your score through the roof. This requires a "Drain the ball on purpose" strategy!!! How so much play can be packed into such a simple package?... utter pinball brilliance.

The Cons: No Multiball. Curses, foiled again...

The Takeaway: A simple ruleset and a great shooters game. The sounds are perfect for this table too. Some people don't like snail-dude (what would you call him), but he has tons of character and that means a lot in my book. Just take a look at data east photo bg's in comparison, yuck! Not this artwork though, it's a real trip. Now I can see how some people think it has a drug induced theme... but it's not a caterpillar on a mushroom smoking a hookah either. I'm rather surprised that Barry didn't team up with Python on this table, he'd be perfect for it. Seamus McLaughlin did a great job with the Art package and I think it's his best work in the industry. Solid all around and a great example of doing more with less.

Update:
I recently found a copy for a great price and after playing a game on it, I passed. I know that I could have made the game nastier and less forgiving, but I just didn't like playing the game enough to buy it. There are many other games that are better laid out and playable than this deck from this vintage. Yes... Snail time is cool, but it is so cool that the horseshoe loop is ingnorable and many of the FANTASY targets come to you as the ball bounces around. I respect the gameplay but the breakdown is:
1) light the 1-5 lanes up top to get the snailtime bonus maxed.
2) Spell time from the ramped target lane
3) skillfully plunge/nudge/lanechange.
4) Max out lane scores.
Rinse and repeat.

This is a good game with an interesting and unique ruleset, but ultimately... it didn't speak to me well or loudly enough for me to buy it at a great deal price. Scores reduced accordingly.
9.422/10
11 years ago
Fireball is one of those games that makes me realize the depth of Ted Zale as a genius. It amazes me how much he designed into such an EM package. Analog logic at it's pinball best!

The Pros:
That red disc can make or break your game. The spinning disc feature can make a player look silly in no time flat. A true skill shot, zipper flippers, the red disk of chaos, the kickout lighting on and off, and... multiball. This game gets hectic with 3 balls on the PF at once. Great shots and EM multiball action at it's peak. Steal your opponent's locked balls whenever possible. Hitting the captive ball standup with flippers locked sending the ball from the right saucer to the shooter lane gives you multiball AND an extra ball... Damn, it feels so righteous!

The Cons:
That red disc can make or break your game. The title on the flyer should have read: Fireball Pinball, now with EXTRA WILD! Pop bumpers have to be tuned right or the game feels a bit flat. I have seen the ball spin in 5 complete circles only to be shot down the center between the flippers our right out an outlane in the blink of an eye... ugh... well, that's pinball!

The Takeaway:
Dave Christensen is the man. Ted Zale is the man. Whoever else worked on this game... you're the man! I am now the proud owner of this table and I can't stop playing it! Possibly one of the only games that has such a "random" factor to it that I love to play. A brilliant game in so many different ways. It keeps me coming back again and again... This is one of the finest examples of the game of pinball... EVER.

Update:
This game is incredibly well balanced. The best way to big scores is to lock/successful skill shot as many times as possible. A truly valuable skill shot is a truly beautiful thing. quick double flips mean that balls trapped between the zipped flippers can be effectively "aimed" to all the major shots on the PF. While the "randomizer" is critically put down by many tournament players, I believe that this game is an intrinsic part of the game and I can't imagine playing this table without it. Ok, ok... I disabled it for a while and came away from the game severely disappointed with how it felt. Fireball is as close to creative EM perfection as any game that I can imagine. One of the last decks that Master Zale created, and the first that Dave "Mad Dog" Christensen. A perfect storm of pinball, so to speak.

Update v.2:
The randomizer takes a bit of the "skill" out of the table. I have to recognize that. I also recognize that this is still a damn fine game in every other sense of the definition. A few people have stated that the right lane when maxed out makes this game a one shot table. I will agree to this in a lesser sense as consistently making this shot (or any shot on this design) is not an easy thing to do and multiball is still a worthwhile strategy to shoot for just in terms of safety within the chaotic and dangerous gameplay. I love this game and feel very lucky to own a great playing copy.
9.172/10
11 years ago
Medusa is a Bally game that needs to receive more respect that it gets. It's a great playing table and a shooter's delight.

The Pros:
11 drop targets and zipper flippers. How cool is that! Feels like there are 2 pf's when there is only 1. The only other table that really does this for me is Grand Lizard. Action is fast and you need to keep your eyes on the ball to keep it out of the inlane/outlane mazes. A different in/oulane layout requires nudging skills all the way down past the posts. The Shield of the gods requires skill to get that ball back onto the PF. This table has one of the best skill shots ever.

The Cons:
Not too many were made. The Art on the PF is incredible, but it gets trashed to the qood quite often. This game is screaming for multiball, it has the saucer for it... How does extended play work?

The Takeaway:
A brilliant game with lots to do. Shooting all the variants of the drop targets will keep you on your toes for a long time. Check out the secret Hoo-ha shot on the flyer image here on the site. Kevin O'Connor is the man!

Update:
A friend got a nice copy and I got to session it out with TrenTaur. He showed me a few new things on this table. This deck has the best skillshot for timing and ball speed. If you can roll over all 5 targets in sequence, that makes the spinner valued up to 2500 a spin! Good luck, it is a true skill shot in every sense. The game really is about keeping the ball on the upper PF and collecting bonus from the saucer. This gets lit every time you complete a drop seq. The outlanes on this game are frikkin' death!!! Stay away from the sides! Even with a rubber bumper between the lanes it still seems to be 75/25 - 80/20 outlanes to inlanes! Learn to use the shield of the gods as an inactive as well as an active post. It WILL save you on this table. The sound pax is interesting with a few Defender sounds thrown into the mix and the voice on this game is well done. Between the zipper flippers and the Shield of the Gods, this is a very interesting and feature laden deck. Find one if you can and learn some skills!

In summary, upper PF good. Lower PF bad. Play on...

Update v.2:
Upper playfield, safe. Lower playfield, dangerous. This game will lull you into a false sens of security and then... the zipper flippers open up and you had better be on point and frosty! This game has "legs" and can be a long journey if you have the skills to survive it. Even with the help of the Shield of the Gods, the outlanes and geometry of this design is some of the most dangerous and challenging. The designer was not known for producing too many designs and this game was his best known (to most pinheads) effort. The art is great. The rules are solid (once known and acted upon strategically) and the struggle will always be there with Medusa.
7.660/10
11 years ago
Tommy is one of those games from DE that they gave quite a bit of love to and it shows. It's one of their best. But it still ranks as an average B/W game. I know some solid pin players who absolutely love it though.

The Pros:
A good PF layout and solid multiball rules with multiple stages to complete for big points. The everall gameplay is solid. I'd give this game a lower score if it wasn't for the Tommy blinders. That idea is just too cool and it's implemented really well. Think you can play pin? Start a game in Tommy mode. A great translation of the theme. The mirrorball topper with your and the game's reflection in it is great too.

The Cons:
The VUK on the right (sucker shot from the left flipper) kicks the ball out quite a bit when hit. DE games have a clunky feel to it. The game has to be maintained properly or it just is not any fun. Lots of modes, and some of them just seem to be filler. The video mode is a complete snoozer. Artwork is detailed, but still looks muddy. Would have liked to have tried the 6 bumper proto game.

The Takeaway:
A good game from a company that normally does not make them. DE's best game other than TFtC.

Update: I'm starting to get to know this game better. I think that the more I play it... the more I like it. This is a good sign. TftC is still DE's best table, but this is a fun game too. What is it with DE's good games having walls that drop on the PF? While checking out reviews on flippers.be their review of this game the observation was made that the layout is based on Addams Family (again, as compared to JP) flipped/mirrored left to right. Other than the placement of the pops, the lanes, ramps and holes in the PF are very similar. Well if you're going to steal... steal from the best. I think DE should have given Pat Lawlor some money if not some credit for their best designed games other than TFTC.

Update:
This game's ruleset is better than I gave it credit for. Other than a few useless modes (and tAF and TZ don't have a few useless modes?) this game really makes the most of a dangerous layout. Getting to TOMMY wizard mode is truly worth it. The more I play it, the more I like it. I may have to find one and put it next to my TftC.

Special Update:
I FINALLY got the chance to play the prototype version of this game. 6 pops, a diverter down the side ramp from the upper flipper. The rules are rougher, the flow is not the same as the production game, but what a treat to play the earlier version of the game. Flame millions is way sweet!
7.593/10
11 years ago
Class of 1812 is one of those games that could be so much more to play than it is. And that's a damn shame.

The Good:
This game looks fantastic. I mean for a monster theme the only game I may like better are the Elvira games. Sorry Monster Bash... The BG has the relief on it that just looks brilliantly done. Fat Drac, Wolfman in Fez, Medusa Mummy, Farmer Mort and the Kilt wearing Mad-hatter with the Pirhana teeth. Awesome Character from the word go. The sounds are brilliant and I can' help but at least smile if not quietly chuckle to myself when I hear the chickens do their thing in multiball. So much to shoot for.

The Bad:
Parts like the heart the hand and the BG are hard to find if you can find them at all. So much to shoot for but why bother with anything else other than multiball... A completely unbalancing ruleset that needs to be addressed "CALLING MYSTERY PROGRAMMER!"

The Takeaway:
A fun game that is... great fun. Great for the kiddies. The way it feels, it puts me in the same space as when I was a little kid watching an episode of Scooby Doo on Saturday morning... which is most righteous! As a player, multiball over and over. That's not a bad thing... it's just the way it is.
8.892/10
11 years ago
You don't see too many of these games in the US and that's a shame. This is a fun table.

The Pros:
The artwork is surreal. Acid trip theme with the Afro-sheen-shroom-heads. This layout reminds me of Grand Prix by Williams with a few extra lanes and an extra flipper. The PF with the clear coat on it plays FAST! Double Bonus (Grand Prix) makes your shot selection a well defined choice. The faces on the plastics, esp the eyes and the mouth on the upper PF are cool. The upper left rebound at the top of the PF has an option to rise making the right spinner an around the world orbit shot feeding to the right flipper, light the right spinner... rip it from the upper flipper!

The Cons:
The lower lane on the right is kind of useless, It could have been a cool skill shot (Bonus Collect!), but it's just not worth much. Finding this table is not an easy task.

The Takeaway:
A really well done and different EM game from those wacky Spaniards. In some ways an improvement on Grand Prix!

Update:
PAPA time is in full swing as was this deck. The one way gate at the top of this game can bounce the ball back across the arch and back down towards the upper flipper. Note to self. Rip the spinner to the right instead. Hitting the A and B standups for double bonus is an absolute must. Spelling F-A-C-E-S is great if you want extra balls and specials, but it seems to come with time and is not something that you need to aim for. Putting the ball up in the pops is not a bad idea as the standups there are a great way to build your bonus quickly. I am respecting and liking this game more and more as I play it more and more.

Update v.2:
A-B for double bonus. Hit the standup on the mid-right hand side of the pf to make sure your green/red bonus is maxed out. When your bonus arrow is at 100k + double bonus. Skillfully drain. Do this 5 times to roll it over. If there EVER was a game that needed a ball in play bonus collect (like... Grand Prix?!?), It's this one. I love everything about this game, but I do wish the rules had more "legs" on them. Scores adjusted accordingly.
8.745/10
11 years ago
Card Whiz is a deceptively simple game. An asymmetrical PF from Krynski that keeps on giving and giving... You think you have it down and... WHAM! your ball is out!

The Pros:
Great shots. Tough shots as well as seemingly easy ones that send your ball towards the outlane in no time flat. Classic Gottlieb design of simple, but not easy. You want the game to sing... you better earn it. Keeping control of the ball near the flippers is paramount. The space between them is a gaping maw of pinball death. The game requires you to build poker hands to make the most of your bonus. Missing 1 card can mean that you only get one or two of the 5 inserts lit on the bonus ladder. curse you red jack!

The Cons:
The Saucer on the right is a random shot. shooting for it never drops it in. I sold mine.

The Takeaway:
Flipper skills are a must and if the ball is heading on the way to the outlanes, it's probably gone. Control is key and that bank of targets at the top is designed to reflect the ball at an angle and get it bouncing sideways. At 5 balls, the game times average about 3 minutes. Shorter than most 3 ball games on my modern tables. A perfect example of Krynski's masterful craft at the height of his pinball design powers!
8.745/10
11 years ago
Royal Flush is a deceptively simple game. An asymmetrical PF from Krynski that keeps on giving and giving... You think you have it down and... WHAM! your ball is out!

The Pros:
Great shots. Tough shots as well as seemingly easy ones that send your ball towards the outlane in no time flat. Classic Gottlieb design of simple, but not easy. You want the game to sing... you better earn it. Keeping control of the ball near the flippers is paramount. The space between them is a gaping maw of pinball death. The game requires you to build poker hands to make the most of your bonus. Missing 1 card can mean that you only get one or two of the 5 inserts lit on the bonus ladder. curse you red jack!

The Cons:
The Saucer on the right is a random shot. shooting for it never drops it in. I sold mine.

The Takeaway:
Flipper skills are a must and if the ball is heading on the way to the outlanes, it's probably gone. Control is key and that bank of targets at the top is designed to reflect the ball at an angle and get it bouncing sideways. At 5 balls, the game times average about 3 minutes. Shorter than most 3 ball games on my modern tables. A perfect example of Krynski's masterful craft at the height of his pinball design powers!
6.720/10
11 years ago
Card Trix is a game that is a shooter's game.

The Pros:
Shots, shots, shots... shots all over. Get that ball up into the upper arch if you can. Not an easy thing to do with EEEETY BEEEETY FLEEEEPERS. One of my favorite games from gottleib that features shots, but not drop targets. A great Asym PF from Master K. Even the slings are designed asymmetrically.

The Cons:
Boring artwork, esp. from this time period. The PF is flat and the girls on the BG look BORED and uninteresting. Art Steinholm went doft on this game. The Spin saucer is a luck shot...

The Takeaway:
Keep your eyes on the ball and this game will reward you with solid pinball game play.
6.720/10
11 years ago
Flip-a-card is a game that is a shooter's game.

The Pros:
Shots, shots, shots... shots all over. Get that ball up into the upper arch if you can. Not an easy thing to do with EEEETY BEEEETY FLEEEEPERS. One of my favorite games from gottleib that features shots, but not drop targets. A great Asym PF from Master K. Even the slings are designed asymmetrically.

The Cons:
Boring artwork, esp. from this time period. The PF is flat and the girls on the BG look BORED and uninteresting. Art Steinholm went daft on this game. The Spin saucer is a luck shot...

The Takeaway:
Keep your eyes on the ball and this game will reward you with solid pinball game play.
9.100/10
11 years ago
Ripley's is a game that I really like to play. With this rating system, it may not show it, but the Art and Sound on this table are very much a hodge podge of... let's say it does not shine.

The Good:
Gameplay is a challenge. Shots are varied and require your attention at all times. Riles are well done. WZ mode is a real challenge. The Vari Target is cool, but has to be well maintained to really shine. Adam Rhine's animations make this trip a very entertaining one. Shots everywhere and quite a bit of strategy with the way jackpots are built. 2X PF is tempting any time, but trust me... you want to save this for the big whammys.

The Bad:
Youssi's worst BG (That is so painful to say, he's done so many great pieces of work for the pinball world). Maybe the single flourescent light does not help, but the BG composition seems cluttered and your eye wanders. Not a good sign when BG's look better unlit. Sounds should draw you into, not make you want to walk away from the game.

The Takeaway:
Pat Lawlor's deepest table since TZ (yes, it's really quite good).A great game for the $$$ and a real player's table. If you can get to Atlantis, your pin-fu is very strong. Keep your attention on the ball, the rest of the game is not so easy on the eyes. Back when this game first hit the streets, it was not received particularly well. As time has moved on... players have warmed up to it's variety, depth and difficulty.

Update:
This game keeps on giving. The more I play it, the more the secondary and tertiary strategies come to bear. Some modes are definitely more valuable than others, but many of the game's features do not Show themselves until a longer game is played. Pat Lawlor's creative palyfield is brilliant and the rule set is the best that we have ever seen from Koziarz (I wonder if he had more help this time around...?). This is one of those games that definitely plays differently with software settings. Just starting modes makes a huge difference on this table and out of all of Pat's games with Stern, this is by a long mile, his best. Releasing it on the FarSight package exposed a lot of people to this table and consequently, the price of this deck has risen quite a bit. OF course, you have to find someone who wants to sell theirs to begin with... This game is on my want list for sure!

Update v.2:
Got a copy. Got it working. It's a true player for sure. The geometry on this game means that setting i up super steep does not always make for the best gameplay. Some shots like the outer orbit and the center ramp can be very difficult to hit. This design needs to be set up properly to play well. Knowing the rules and using the tic-tac-toe grid in the middle of the playfield means that rule knowledge, planning and the execution of viable strategies makes this a thinking player's game. Who knew that there were such people out there, but that's the character of the game. This also means that someone who wants a quick game of pinball to relax may not get that out of this table. This game will engage your mind, skills and sense of pre-interwebs fantastic.

Even as a player, this game is not perfect. The left orbit is a difficult and dangerous shot to make. What does it do? I am not sure that it has any purpose other than a chaotic feed from the right orbit and the soopa jackpot shot. I Needs more time to go find out the deal. If anyone knows what to do with that shot, I'd like to know what's up. Other than that, I am thoroughly enjoying this game and I look forward to playing it more.

Getting to know you...
6.986/10
11 years ago
Ice Fever is a straightforward game with its' own character.

The Pros:
Considering the theme, the art package is perfect. The PF is laid out well and the 4 pops are placed very nicely to keep gameplay fast and random. Considering how open the PF is... it's great to have the pops strong and sensitive. The captive ball through the drop targets is one of the best accuracy shots I have ever seen. The left orbit to the top of the PF requires an accurate and strong shot as well. The spinner is incredibly satisfying. The goalie masks on the sides of the PF are touch shots. BG animation is always a good thing in my book.

The Cons:
This game is not easy to find and when you do find it... hope that it is tuned well. Dead pops kill the playability of this deck.

The Takeaway:
A good design with solid play but unbalanced scoring. Ice Fever features pinball portraits of the squarest jaws ever! Even the refs on the pop bumper caps are burly men who look like they can take a punch and walk away with a (toothless) smile. A deceptively good design from John Trudeau and his team.

Update: I went to a friend's home who had recently bought the game and he told me he was bored with the gameplay after having it for a week. I asked him to show me what he was talking about and he just lit the spinner with an inlane shot from the opposing flipper (which I though was pretty cool in itself with the nubby gottlieb flippers, I had real trouble making these shots) and just ripped the spinner non-stop, over and over for millions of points. This effectively negated shooting for anything else on the PF. Play rating adjusted accordingly (Calling mystery programmer!)
7.696/10
11 years ago
Cherry Bell is a game that I had never seen before until I got to Flipper McGill's in Idaho Springs, CO. (R.I.P.) Once I got into this game I was pleasantly rewarded with a great playing table.

The Pros:
The Artwork is perfect for the theme. Even the cab looks like it came out of an old vaudeville show. Fortunately, Sonic diamond plated their pf's in producction (THIS WAS 1978, HELLO... CALLING ALL BONEHEADS IN CHICAGO of days gone by!) and the detail of the artwork is pristine. Is it dave Christensen, no, but it's still looks great. The gameplay may seem sparse at first, but with a slick PF, the game moves much more quickly than one would originally expect. Get your double/triple bonus and collect. The 3 kickout holes in the center of the pf are not direct shots and require skill in deflection. The left orbit to the top and the collect bonus are narrow and satisfying. The look on the gentleman's face with the red suit and hat on the BG is f'n hilarious.

The Cons:
Find one if you can. Rules may be over-simple after a bit. Then again, this is a game from he 70's designed outside of Chicago with Williams parts.

The Takeaway:
A great game, if you find one that needs some love, restore it and you will be rewarded with a game that Williams best designers from the 70's would have liked to have called their own. All in all a damn fine pinball game.

Update:
Great news! Flipper McGill's is open once more! Playing this game again, I am reminded that it is very simple and very satisfying to play. The orbit shot on the left and the saucer on the right are both in the sweet spot of their respective flippers and are both very high up the PF. The 3 saucers in the middle of the PF require a soft touch or they ball comes right back atcha pretty quick. The right lanes are both on the way out and the left inlane has an opening to the outlane if the the ball comes up the rail fast enough. Flipper control is a must on this deck. The double bonus lane at the top is a must hit whenever possible on this deck. 100k from the saucer is way sweet! Gameplay comes down to the left orbit to build and the upper right saucer to collect bonus during gameplay. Simple and fun and very fast.
8.651/10
11 years ago
Prospector is a game that has an unusual feel to it. It feels like a Game Plan table to me...

The Pros:
This game is fast! Alternating bonus spinners (like HGTR's) is a good reason to shoot and rack up your bonus. The center silver bonus collect is tough... the upper right silver collect bonus is tougher! Both shots are satisfying. Double Bonus on an EM table is way sweet!

The Cons:
Finding one to play is not easy. The upper kickout lane is more luck than skill.

The Takeaway:
A great game if you can find it. I think it's up there with Faces and Cherry Bell from this Spanish manufacturer.

Update:
Alright, How many EM games do you know with a double bonus ladder on it? I can think of Williams Grand Prix, but even then GP has two ladders with the same value. This deck has two different ladders with different values. Hitting the 5&6 targets is Hyooj as it doubles your Gold (extra decimal point) bonus, but those targets are DANGEROUS!!! I have yet to be able to shatz the inlanes on this deck for the 5&6 on left and right inlanes respectively. The left orbit shot is the most valuable shot to me as it is safe, makes points and adds to the fold bonus. Build and collect scoring rulesets are my fave and this one would be awesome if you could collect gold as well as silver, but the silver bonus will keep you working once your gold bonus is maxed and doubled out. Good action all over the table with hungry outlanes will keep you challenged at all times.

Unfortunately, my copy has water damage in the cab which is made out of disintegra-tech (tm) particle board. The man that I bought this deck from is a big Laurel and Hardy fan. This game is perfect for that kind of collector.
8.051/10
11 years ago
The first time I played beat the clock I was thoroughly confused (it didn't have a rule card and other than it was different as a timed game... I had not idea what to do). Fortunately, I encountered another pinhead who had one in his collection and raved about it. So I had to see what it was all about.

The Pros:
This game has lots of great shots that require you to think before you shoot. I especially like the tight lanes at the top left and right hand side of this deck. The computerized audio voice is perfect for this vintage of pinball game. Collecting bonus is key on this table and the right lane/left saucer combination with the multiplier (that you lose if you drain) makes sure that you make the most of your ball in play even though this is a timed game. Drops with standups behind them are always welcome on a pinball game in my book. The constantly ticking timer makes every shot count. The sense of urgency with this game is ever present. The keyboard game adjustments I/O system helps big-time with the customization of rules and difficulty for game fine tuning.

The Cons:
Not too many made and I bet a bunch were sacrificed to the pinball parts god. The art is meh on the BG, serviceable on the PF.

The Takeaway:
Christian/Ramunni is not my favorite combination on a game. However, I will say that this game is a real player, once you know work the clock and how to prioritize your shots. I can also understand why this game did not test well or why people did not like to play it. The rules and how-to of this game is not readily apparent. Timed games just seem to go against the flow of most people's understanding of everything pinball. Even Safecracker (which is completely made of awesome) suffered from this and there was a DMD to help players out with this game.

Find one and get to know it, I think you'll like it.

Update:
Stop the clock, collect at the saucer at the top left. Rinse and repeat. Not easy, but can get repetitive. Surprisingly good as a multiplayer. That may be the secret of this game. Have fun with your friends!
5.954/10
11 years ago
Checkpoint is a DE game that is pretty well done.

The Pros:
I like choosing music at the start of the game. The PF layout is a solid one and the game theme works nicely. The integration of the speed gun graphic on the DMD for the ramp is perfect for this deck. The skill shot is nice and requires you not to hit anything else before it. Greedy outlanes makes you keep your shots tight.

The Cons:
This is a 1 ramp game. I mean, that's all you need to really hit, over and over. Paul Faris' must have needed more time with this art package...

The Takeaway:
One of the better efforts by DE that is fun to play... but even then, consider that T-2 was only 5 months away and TAF is just over a year out... progress marches on and the quality of game is far behind what B/W produced at the same time. As with almost every DE made, there was so much more that could have been done with this game.
9.494/10
11 years ago
This game has so much to do and see on it. Feast your eyes and try not to get distracted by the visual feast of the entire package.

The Pros:
This game is drop dead gorgeous. The BG, cabinet (you never hear me rave about a cabinet... do you?) and the PF are incredible pieces of work. Vivid colors and molded plastics are everywhere. I had to take a few minutes just to look at the game before I started playing it. There is so much to shoot for in this game it's silly. 3 banks of drops and diverters on the left to right orbit/lane that will keep you on your toes as you never really know how the ball is going to roll onto the PF from the 3 gates. You must get the ball return lit as that right outlane is much greedier than it looks. The sounds are simple but are definitely not from Chicago. Beware of the central u-turn loop. It's more of a death shot than the space invaders t-turn ever was... you have been warned.

The Cons:
Parts and repairs are a real gamble at best. The good news is that if it's down... you can still stare at it all day. Finding on can take you on a real hunt, fortunately it's a treasure hunt. No multiball... aaargh.

The Takeaway:
The graphics on this game feel incredibly "American". The whole trains and frontier days art package is just so... right. This game gives me a deeper sense of appreciation for Zaccaria games. I also understand how certain collectors go ga- ga for them as well. I really like this table and hope that you can find one to play. This is what a pinball game should be, a piece of art that you can have fun with all day. Locomotion is a real treat. This deck is a true player, and a drop dead damn fine beauty of a pinball game.]

Update v1:
I love my choo-choo! This game gets better with each play. I will possess one someday. If someone has one for sale, PM me ASAP!
8.522/10
11 years ago
Ship-Mates is a solid package from the team of Neyens and Parker.

The Pros:
This game is about a soft touch at the top and skillfully controlling the ball on the lower PF where it moves about quite erratically and quickly. Roto targets are way sweet and this one has something that I don't remember seeing before. Artwork printed on the metal cover over the roto target mechanism and the saucers. The x1,x10,x100 lanes at the top mean that you have to plunge and nudge skillfully to set up the ball for the roto target at the bottom half of the pf. Once the ball is down there, hitting the roto target is no easy feat. The x1 target is twice as wide as the x10 target, which is twice as wide as the x100 target. Each target is devilishly placed lower to the outlane. Brilliant risk/reward design.

The Cons:
This table suffers from split PF personality in the sense that any time the ball drops past the middle island of the PF, it rarely travels back up there through the rest of the ball in play.

The Takeaway:
Freshen your rubbers and wax the PF, and this game screams. Trapped shots to the roto target are necessary and so hard to come by. You'd better have that x100 lit or settle for the saucers. This is not the most detailed Parker Art Package, but the babes are everywhere and Sailor Bunyan looks like a happy man. I betcha there's a psychology paper waiting to be written about this game by a sexually frustrated feminist... somewhere. All in all, this game is a real player from 1964. Thanks to Tim for letting me play his deck.
6.617/10
11 years ago
Skill Pool is a game of endurance. Keep the ball around long enough... and you'll do great.

The Pros:
15 rollovers means there is more to shoot for than what one would normally expect. The single drop target is tempting, but saving it up for a special is what you need to do. Good action at the top of the PF in the pops. The PF is bright and engaging with the theme of a pool game.

The Cons:
Unless the tilt and slings are sensitive and the game has fresh rubbers on it, this game can be too easy. The gobble holes are worthless until the specials are lit as you get deeper into the gameplay. The Bg looks flat and dull compared to the vibrant PF color scheme.

The Takeaway:
Take care of this deck and keep it greedy. You'll have a blast. A different design from the great Steve Kordek. The inverted wedgehead is interesting, but a novelty at best. So, who is the mystery artist? Art Steinholm would be my best guess. Does anyone know who put together this art package?
6.747/10
11 years ago
Casino should be a good game to play when it is working properly.

The Pros:
Good risk/reward shots at the saucer/gobble hole island in the middle of this game. The cards showing through the "mirror" behind the card players is a great way to keep players informed of what is happening on the table.

The Cons:
Finding one in good operating order is not easy. I have only played one and it was in need of serious restoration. Not Molentin's best work. The mirroring works well if you can find one that isn't shredded. The PF artwork is busy and distracting.

The Takeaway:
I'd love to play a copy of this game that plays as it should. The deck I played was sluggish and was not playing as it should. Will update scores when I get another chance to play another copy of this game.
2.081/10
11 years ago
Hootenanny is an insipid name for a pinball game. Unfortunately, this game does not do much to live up past the name.

The Pros:
1-2-3 targets to the left arch and back to the plunger is a cool sequence. An interesting sling mech on ONE of the slings on the upper PF.

The Cons:
1-2-3 sequence is the only thing to do of any interest on this game. The Artwork is bland and reeks of everything that I dislike about this time period. If you listen carefully to the game (even when it's turned off) you can hear things like: "Gawrsh" and "Gee-Willickers" and "Gimme Summuh dat OOOOOLLLDD Tiiiimeh Reeeehhleejuhn!" and most appropriately "Duurrrrrrr!" Mystery artist, whoever you are, I know that you were commissioned to work on this theme and you did your best. But this art package is the worst. The pinball version of "Hee-Haw", but without the most awesome Minnie Pearl.

The Takeaway:
A dumbass name for a dumbass game. Ted Zale's most uninteresting design. I hate saying that as I absolutely love the body of his work. Please, just take this cancer and cut it out of the brilliance he has achieved. Just remember that the next game he made was STAR-JET! and this was just a side note on his way there.
8.708/10
11 years ago
King Rock is a game that has that Krynski magic that makes you wonder... "How did he get so much GAME into this game?"

The Pros:
A killer BG with lots of colors and an hourglass babe. Four flippers and 2 spinners make this game about ball movement. The wide open PF is not to be denied . With fresh rubbers and solid flippers, this game will move the ball all around and make you wonder, how did those outlanes get so big? Think Sinbad... but with spinners not drops. The standups/rollovers award bonus x to keep that ball moving all over the table and in/out of the pops. Hitting the venter target for bonus x/open gate is all about risk/reward. Do you want 3x bonus on your last ball? Double flippers mean that you can't hold the ball unless it's cradled in the outer flipper and the outlane post. Drop Catches are only for the brave on this deck. Flipper skills are a must with this design. Lazy/clumsy pinball trappers need not apply.

The Cons:
Possibly the most bland PF art packages on a Morrison game.

The Takeaway:
A solid game from a fantastic design/art/engineering team. This game does not have a lot of moving parts on it, so it's super easy to work with and maintain. A wide open PF that deceives most amateurs. There aren't too many Gottleib spinner games (like snow queen/derby), but this one is a really fun deck. Another example of the maxim "Simple, but never easy." and my addition to this saying "and always fun!"
8.708/10
11 years ago
King Kool is a game that has that Krynski magic that makes you wonder... "How did he get so much GAME into this game?"

The Pros:
A killer BG with lots of colors and an hourglass babe. Four flippers and 2 spinners make this game about ball movement. The wide open PF is not to be denied . With fresh rubbers and solid flippers, this game will move the ball all around and make you wonder, how did those outlanes get so big? Think Sinbad... but with spinners not drops. The standups/rollovers award bonus x to keep that ball moving all over the table and in/out of the pops. Hitting the venter target for bonus x/open gate is all about risk/reward. Do you want 3x bonus on your last ball? Double flippers mean that you can't hold the ball unless it's cradled in the outer flipper and the outlane post. Drop Catches are only for the brave on this deck. Flipper skills are a must with this design. Lazy/clumsy pinball trappers need not apply.

The Cons:
Possibly the most bland PF art packages on a Morrison game.

The Takeaway:
A solid game from a fantastic design/art/engineering team. This game does not have a lot of moving parts on it, so it's super easy to work with and maintain. A wide open PF that deceives most amateurs. There aren't too many Gottleib spinner games (like snow queen/derby), but this one is a really fun deck. Another example of the maxim "Simple, but never easy." and my addition to this saying "and always fun!"
8.847/10
11 years ago
High Hand is one of those games that takes some time to get used to. But when you know what to do... it's a great game to challenge yourself with.

The Pros:
16 drops that make you work for every shot. The key is the saucer in the middle of the PF. Collect bonus here (or out the outlanes). Just remember that collecting a "hand" increases the bonus from hundreds to thousands for those 4 targets. Sniper like aim is required for the diamond and spade targets. Surreal artwork on the BG is fantastic. Me likey the adds-a-balls.

The Cons:
The saucer feels like a luck rather than a skilled shot at times. The game can feel "dead" once all the drops are down.

The Takeaway:
A great player that will keep you coming back. It's a player, so play on!
8.805/10
11 years ago
Top Hand is one of those games that takes some time to get used to. But when you know what to do... it's a great game to challenge yourself with.

The Pros:
16 drops that make you work for every shot. The key is the saucer in the middle of the PF. Collect bonus here (or out the outlanes). Just remember that collecting a "hand" increases the bonus from hundreds to thousands for those 4 targets. Sniper like aim is required for the diamond and spade targets. Surreal artwork on the BG is fantastic.

The Cons:
The saucer feels like a luck rather than a skilled shot at times. The game can feel "dead" once all the drops are down.

The Takeaway:
A great player that will keep you coming back. Enjoy!
8.805/10
11 years ago
High Hand is one of those games that takes some time to get used to. But when you know what to do... it's a great game to challenge yourself with.

The Pros:
16 drops that make you work for every shot. The key is the saucer in the middle of the PF. Collect bonus here (or out the outlanes). Just remember that collecting a "hand" increases the bonus from hundreds to thousands for those 4 targets. Sniper like aim is required for the diamond and spade targets. Surreal artwork on the BG is fantastic.

The Cons:
The saucer feels like a luck rather than a skilled shot at times. The game can feel "dead" once all the drops are down.

The Takeaway:
A great player that will keep you coming back. I wish I had bought one when I had my chance. I would have converted it to an Add-a-ball if given the chance.
7.949/10
11 years ago
Pop-a-card is a game where, it's gotta be set up right.

The Pros:
Good artwork and a simple layout that add to, but don't distract from the game at hand. Drops from eeeety beeeety fleeeepers require skill, and strong coils. Lighting up the PF when all the targets down is always a challenge. Hitting the upper lanes when all the targets are down for 500 points isn't any easier. A strong and constant challenge with this design. A wide open PF that is deceptively active and requires great nudging/control skills. I likey me add-a-ball.

The Cons:
The upper bank of targets can be hard to reach to the point of frustration.

The Takeaway:
When this table is leveled and maintined, it's a great classic EM player.
8.612/10
11 years ago
Drop-a-card is a game where, it's gotta be set up right.

The Pros:
Good artwork and a simple layout that add to, but don't distract from the game at hand. Drops from eeeety beeeety fleeeepers require skill, and strong coils. Lighting up the PF when all the targets down is always a challenge. Hitting the upper lanes when all the targets are down for 500 points isn't any easier. A strong and constant challenge with this design. A wide open PF that is deceptively active and requires great nudging/control skills.

The Cons:
The upper bank of targets can be hard to reach to the point of frustration.

The Takeaway:
When this table is leveled and maintined, it's a great classic EM player.

Update:
It's a better game than I remember. Once the rollovers in the middle of the playfield light up from dropping down the card banks, your shots change from everything around the playfield, to a more dangerous up and down the middle line of play to maximize roll over hits and the upper lanes for big points and specials!

On the want list!
8.367/10
11 years ago
Fireball Classic is the SS version of the Original Ted Zale design.

The Pros:
Doug Watson did the incredibly job (with the most un-enviable task of redoing the work of the master) of recreating the feel of the original art package. Kudos to him. The game plays very much like the original with a few exceptions (bonus and m-ball multipliers), and for the most part this is a good thing. The sounds are great on this table and the deck purrs like a really big cat when your game is over.

The Cons:
I miss the zipper flippers. You may never hear me say this again... I like the random factor of the original game as compared to the feel and skills needed on the new design and ruleset. PF x2 or x3 is great and makes multiball incredibly valuable. Maybe too much as scores rocket through the roof and rolling this game is not that hard to do. Bonus is super heavy at 5x.

The Takeaway:
This is a good game based off of a brilliant one. The obvious additions to scoring and bonus have been made, but George Christian blew the BALANCE of the original design/scoring and once again proves that he is the inferior to the master designers of the game of pinball. Looking at his body of work, this game rates fifth behind with after Eight Ball Deluxe (1st) and Mystic and Frontier tied for (2nd) and Eight Ball (3rd). Future Spa has a few interesting shots, but everything else he has designed just does not play that well. Don't get me started about Mr. and Mrs. Pac-Man. Anything Pac + pinball... is ALWAYS sub-par in terms of quality and play. Take that!

Rating this game has been a strange experience as I feel that game is still fun table, but somehow... the scores that I put up here at pinside.com should have been lower.
8.564/10
11 years ago
Grand Lizard is a game that was inspired by my favorite of William's Fabulous 4, Solar Fire. Some things were improved, some things were toned down. The good news is that this is a great game to play.

The Good:
Great rules and flow with ramps make this game feel like a 2 level pf. The Sounds on this game with the monkey howls are the best! The light show is a blast as well. Stealing your friends locked balls is always a treat. The ramps feel great and intgrate into the ruleset very well. Oursler tm outlanes require your full attention as always. The ball coming out of the Grand Lizard's mouth from the ramps is a great gimmick with the head lighting up as the balls roll off the lizard's tongue. Multiball and PF multipliers keep your juggling skills sharp.

The Cons:
Multiball locks can be backhanded from the left flipper easily once the sweet spot is found. PF's on this game seem to be trashed quite a bit. The PF looks better than the BG. I've played the game with the original BG installed as well and... the PF still looks better either way. Achieving multiball can be really easy at times.

The Takeaway:
While not a complete copy of the original, this version stands on it's own quite well. Most of the good stuff has been kept from the previous generation of design. The things that have been taken are cost cutting features and are understandable for a Williams game made in 1986. The upper pf is nearly identical to Solar Fire. It's fun to play and sounds like a jungle. The ramps seem to be further up the PF than on Solar Fire making this game a bit more friendly. All in all a damn fine game.

Release the monkeys!

Update:
After playing this game a bit more, My opinion of it is that the older dual deck Solar Fire is the superior player between the two decks. The biggest reason is that multiball can be acquired rather easily once the pass-trap-backhand to the left flipper to rinse and repeat multiball... is too easy on most copies of this deck. A simple physical modification to the post just to the right of the left ramp should make both of those shots more difficult and require more balanced play over the entire PF. Scores altered accordingly. I still love playing this game.
8.000/10
11 years ago
Comet is a simple and entertaining game.

The Pros:
Python Angelo and his crazy view of the world come through loud and clear on this art package. This is especially true with the PF which is full of silliness and reminds me of a "Where's Waldo" book. John Belushi would be proud to know that he adorns this BG. Gameplay is straight forward and hitting that million shot is always a rush. The ramp is a classic example of risk/reward. An unusual PF design from Barry Oursler with particular note to the absence of the Oursler tm outlanes of deadly drain.

The Cons:
Flipper have to be strong or the corkscrew ramp to the upper lanes is impossible. Many of the million shot plastics are cracked into pieces. Dunk the dummy is a sucker shot.

The Takeaway:
The theme is hilarious and very well executed on a unique playfield. Playing this game, it almost seems like an EM gottleib in the sense of simple, but not easy and it has that "You gotta play just one more game..." factor that Barry Oursler and his team were able to cultivate deceptively well with so many of their designs. This deck is FUN!
5.297/10
11 years ago
Roller Coaster Tycoon is a game that could have been much better and ends up feeling like a Sega/DE tble. I guess that is what you get when you theme a pinball game from a PC game...

The Pros:
Shots are varied and well laid out. Scrambled Eggs is a nice little shot when it spins as it should. The ramps actually feel like rollercoasters and the ball moves on them like a cart around the track. Sometimes I am surprised how long it takes for the ball to get around the PF, but am thoroughly entertained by it the entire time. The multiball start is PLD's best since Addams. The super-jackpot shot is a worthy one. The first game that I can think of that features sushi.

The Cons:
Modes are kind of... meh. Some of them feel identical. This is a not a good thing for a game with 6(?) modes? Rather repetitive, this may be a first for a Lawlor table. But why bother with modes when you can just time them out and get to the wiz mode by timing them out. BORING BADLY WRITTEN RULES KILL THIS GAME! Who in their right mind would put a troll on a pinball table... I mean... really?

The Takeaway:
The game feels like Monopoloy, but with a less refined ruleset. The production cycle must have been shortened, because this is not what I have come to expect from PLD and Co..
8.499/10
11 years ago
Cyclopes is a great playing game. Between this deck and Andromeda, I have learned to have a great deal of respect for Game Plan tables.

The Pros:
Drop targets that expose standups... A shooters delight. This game has a simple but different layout that will test your skills. This game is super bouncy near the flippers with a pop bumper and rubber by the left flipper. The unusually angled outlane keeps you on your toes. The captive ball is a very narrow shot all the way up the pf. The upper flipper gives you direct shots at the upper drop bank BETWEEN the bumpers. The spinners are a blast to hit solidly. The lock shot was stolen from from Firepower (steal from the best!) and feels satisfying when hit. Multiball is only 2 balls, but with the action this game has... it will remind you of playing CFTBL's multiball. Flipper catch techniques are a must or this game is going to make you look silly.

The Cons:
The art package is not up to snuff, by a longshot. Seamus and Roger must has a thing for coppertone babies dropping their diapers. The ladies must be tasty to the Cyclopes though...

The Takeaway:
Keep your eyes on the ball and you will enjoy a very challenging game of pinball. Siezure-vision tm flashers attract insects and pinball players alike with bright blinking lights! Yes I gave this game all 6's for play rating... it's fantastic. This game would be rated MUCH higher overall if I didn't have to deal with the high school airbrush project that is the BG for this game. Seamus, I loved your work on Time Fantasy... what's up? With only 400 made, if you can find it... you gotta play it!

Update:
Learning how to work the drops and the standups behind them to access the Monster Bonus X 1000 will get you to the leaderboard. Also, ripping the spinners during 2x PF during multiball for up to 4k a spin... most righteous. The lock up and across the PF is incredibly satisfying and the pops are all placed for maximum frustrative effect. How does that eeety-beety lane on the left snag so many balls from play? It's like Paragon's Beast's Lair, but even sneaker! Roger Sharpe designed a creative layout with the never ending gob-stopper of rulesets. This game is a true player and if anyone has one for sale? I am VERY interested.

If I can give you ONE single tip on how to get better scores on this deck it is as follows: DO NOT TILT DURING OR AFTER HAVING PLAYED MULTIBALL!
9.373/10
11 years ago
Flip flop will give you some of the shortest pinball games you have ever had. This table can be a true demon. Simple, but not easy is the motto here.

The Pros:
You had better be on point with your pin-skills. This game takes no prisoners. Flipper traps, nudging on the inlane/outlanes is something that this game will make you master, or eat you alive in the process. Upper flippers and pop bumpers keep the ball flying. Dick White's Politically Incorrect artwork makes the whole table shine. I think it's his best work other than his childhood nightmare clowns.

The Cons:
This game would be too easy if it wasn't too hard.

The Takeaway:
Nudging in the arch, nudging in the lanes, don't forget that this game is all about bonus... so don't tilt! A fantastic deck to test your temper and your pinball skills. Very very simple. Very, very hard. I love it!

Update:
I love the cadence of the bonus count (it's just like Captain Fantastic). The tempo makes me do the happy pinball dance. On the downside, it would be nice to be able to EARN double bonus as compared to the game's programming just give it to you on balls 3 & 5. The only safe place on this entire table is above the flag-barn (new word) and adding up the bonus from the tic-tac rollovers.

Update 2: This game has me by the short and curlies...

I

can't

stop

playing

it.

Do the happy pinball bonus dance!

Update v2:
When someone comes over and wants to play a game that is "fast and slow". This is the table I introduce them to. They may look at me funny at first, but once they play a few balls, they "get it". The name of this game is "survivability through control". Because you can't rely on most traditional ball trapping skills, your on the fly and drop catch techniques become paramount. You have to work with what you have and in many cases, this means you have to send the ball back up the PF in a non- controlled/ reflexive manner. This may infuriate the DMDheads, but all you have to do is watch a true on the fly player like Daniele Acciari or Andrei Massenkoff and you will see the value of mastering a deck like this one. If you think this game is too easy, TIGHTEN THE TILT!

And don't fergits...

Do the happy pinball bonus dance!
2.343/10
11 years ago
Agent 777 is an unusual game with a few cool shots.

The Pros:
Nice shots to the saucers at the top of the PF and a satisfying spinner shot as well. The 1-2-3 standups are nicely placed and the 3 drops require that at least the bottom drop be hit by the upper flipper. the bonus x alley to the standup requires sniper like skills. Good action from the pops to the rest of the PF.

The Cons:
The upper left orbit to the top lanes is an incredibly difficult shot from the upper flipper, it's a luck shot really. The lower left orbit is another bounce/luck shot as well. The upper flipper is designed to have 3 shots, the drops, the upper left orbit and the multiplier alley. The drops are ok from the flippers, but the other 2 shots are nearly impossible to make with anything other than a hail mary shot. The art package is best described as "light hearted". Dick White must have been learning how to use the airbrush with this BG.

The Takeaway:
I didn't get enough time on this deck to understand the strobing bonus award in the middle of the PF. Would this be awarded from the drops? Even if I got to know this game, I'm not sure I'd really like it.
9.277/10
11 years ago
Genie is a game that will keep you occupied for a while if anything... just to try to hit every shot on the table in a single game. This is the best Super- Ultra-Mega-Hefty-BaDunk-a-Dunk wide Gottleib made.

The Pros:
The PF is nuts! There is so much to shoot for on this table, it's not even funny. Max your bonus from the drops and then hit collect bonus saucer in the upper right hand of the pf is a true skills shot. 3 big flippers and 2 little flippers work quite nicely on the available real estate (and there's lots of it), so work em'. Vibrant colors and detailed artwork on the PF, BG and cab make this table look fantastic. Bikini sportin' genies popping out of bottles are a crusty old wizard's dream... No wonder Geezer McSkeezer's raven haired GF lookes upset!

The Cons:
The lower left of the PF is rather sparse and using a pop-bumper in this area... well... it's just not the beast's lair. Gameplay can be slower, but this is a single level gottleib game. Audio is lackluster at best. This is a shame because this game should be rating even higher if it wasn't for this category.

The Takeaway:
A great looking and playing game that has more to do on it than many other games designed 20 years after it came out in 1979. If you think this game is slow... adjust your setup, steepen the angle, refresh the rubbers, wax your PF and play it when you can.

Baby's got Back! And I cannot lie... you otha pin-brotha's cannot deeee-Nie! When a girl walks in with an eeeety beeeety feeeeper waist and a round thing in your face you get... SPRUNG!

Update:
I recently got the chance to play a nicely tuned version of this deck and DAY-UMM! This girl has got it goin' on! The semi-random lit bonus-x four-ply yellow standups make sure that you keep your eye on that drop-bank at all times. Once I figured out the "light the spinner" rollovers on the inlanes... my shatzing skills came to the forefront. Light that spinner and rip it when you have a trapped ball. At first this may seem a bit strange, but once you gitcher' 5x set and you hit that oh-so-temptational saucer in the upper right hand side of the PF and collect that bone-us, it's an ego booster. Gotsta' build this girl up again before you can collect 29k at 5x! This is the kind of game that keeps on giving, and giving, and giving. The upper left hand of the PF has that wonderful red-white bank of drops that are so tempting... but le left land and the center space between the eeety beeety fleepers lead to the a-b-c-d lanes, just past that 2k pop bumper into the 50/50 valley of death. Are your pop-switches fresh???!? Do you want to take that risk? Did you light that ex-ball / special with your eeety beeety fleeeper skeeels? A classic Gottleib game with a classic setup. Build your bonus and collect it from the toughest shot on the PF. Rinse and repeat. If you think for one second that this game is too easy. You are right. YOUR GAME IS SET UP TOO EASY! so Gitcher' game setup correct and see if you can clear 300k with consistency. If not the pin-deck... it's not you... it's your deck adjusted (most likely by you collector-gomer!) to too easy of a setting/slope/inlane-outlane setup. You gotsta do right by Master K's design and it will do right by you.

Girlfriend has always been hot, but now that she's a playa... as in.... she's on the shortlist into Club Cuacasian2Step! And when the game sound effects emits its soundscape-thing that says "Whut, whuuut!!!" C2S says right back to it... "In the Buuuuuutt!"
4.995/10
11 years ago
Galaxy is another great layout from Stern and Harry Williams.

The Pros:
A solid layout with an incredibly difficult skill shot. It can be reached from the lower pf as well, but it's a tough saucer to land. Drops and standups on the sides bely how fast this game can be when setup properly. I like the spinner on this game. Pops are dangerous and can send the ball between your flippers in the flash of an eye. I like the slings above the outlanes.

The Cons:
I'm not a fan of the upper kickout. I also get the feeling that this game needs... slingshots and another digit on the display. Maybe someone can hack the roms and get rid of the last digit set to 0 at all times. This game is WAY to easy to roll. Why is the girl on the flyer... not on this game? I really like the bank on the left. The game is begging for another bank to shoot for. As much as I like the skill shot it takes up way too much room on the pf and it starts out at 2k, why bother? Once you reach the last planet, keep on dropping the drops for as many 40k pluto awards as you can stand.

The Takeaway: Set this table up with a steep angle, tighten the tilt, remove the outlane posts, wax it up and when people say this game is too easy...they are right. Galaxy is too easy for a 6 digit display. I put in a 4 player game for myself and rolled all scores by ball 2 on all 4 scores. I ended up walking away bored.
7.982/10
11 years ago
Hit the Deck is another game on the cusp of EM/SS from Gottleib that shows how stuck in the past that company was at the time. Fortunately, the game is not a bad player.

The Pros:
A crazy layout that does more without spinners and drop targets than any other Gottleib than I can think of at the moment. John Osborne packed this table tight! Two sets of lanes at the top require good plunger skill shots and nudging from the get go. The 9,10 and J targets are what you are shooting/nudging for. They are almost impossible to hit once the ball passes them down the PF. Standups at the bottom require tricky shots from the flippers. The art package is another Morrison great. The salmon-cabinet is way sweet!

The Cons:
For a game with so much to do, it gets down to upper pf rollovers pretty quickly. Shooting the ball up there past the pops is nearly impossible due to the configuration of pops, rubber posts around the lanes and that saucer in the middle of the PF. Do not, I repeat, do not shoot the ball anywhere near the yellow bumper.

The Takeaway: A good playing game from Gottleib. If this deck had been produced just a few years earlier, it might have been a great seller. Instead, this game is known for trying to fool pinball players into thinking this was a SS game. It was insulting at the time, now collectors go ga-ga for it. Pinheads are funny...
5.527/10
11 years ago
Batman pinball games do not seem to have the best history as far as being translated into pinball games. This one continues the trend... as does the Batman Lite model.

The Good:
The game flows well as any of Gomez's games. The crane is the BEST variable target toy I have ever played. It's so good that it's all I want to go for when playing this table. Mick Jagger just does not cut the mustard on with his own RStone variant.

The Cons:
This game "Feels" shallow. Another victim of production schedules that don't let rule makers/coders do their job properly? The Batmobile ramp serves what purpose? Oh, what could have been... The batmobile hurry-up billion points exploit spoils every other scoring strategy on this deck. C'mon guys... it's called location testin'!

The Takeaway:
This could have been a really cool game. It seems to suffer from Gomez Mnemonic syndrome as many of this designer's games do.

Note: The cheaper version of a sub-par game... a C2S ratings first...I don't think i'm even going to talk about the good, bad and takeaway for the lesser version of this design. The Brunswick mindset should have died in 1978.
5.075/10
11 years ago
Bally Atlantis is a game that should be so much more than it is.

The Pros:
A layout with lots to shoot for. The spinner is in the sweet spot for maximum rotation and the jackpot habittrail is a tough shot to hit. Lots of standups and drops keep the shooter on point. The saucer at the top of the PF reminds me of older (harry williams design) games. Diving and the red gi lights up is a cool idea similar to the space station condition green.

The Cons:
The rules blow and the game is boring. Even multiball is boring. Artwork is uninspired McMahon blather. Women with perfect hair underwater upon mounted dolphins sporting trident spearguns while they push out their chests should excite me... but these do not. What a shame. A solid PF wasted on crummy rules. Was this game even playtested? Maybe it's enough for the kiddies, but not for a player.

The Takeaway:
There is a reason why this is the only game Peter Perry only designed a single table on his own. This game is that reason. As far as I'm concerned this deck belongs where it is themed... underwater.

Update:
I'm changing my mind about this deck. I like this game a little (emphasis on "little") more than I did when I first wrote this review. This PF layout is solid. The left hand u-turn scoop/ramp for the Jackpot is a challenging shot and requires precise aim for the payoff. It is also close enough to the flippers to make it a dangerous proposition to tank on. The Million shot at the top of the PF is narrow and is also valuable for the bonus multiplier. The Mata-Hari slope-saucer requires skillful nudging to ease the ball into the hole. When multiball starts and the balls roll off of that strange black wooden boat hull... It's pretty cool.

Is this game as bad as my original review would propose, no. It's just that this kind of ruleset would be something that I would expect more of. After playing a few nice copies with pinheads who just absolutely gush about how much they love this table, I'm going to lighten up a bit and say: This is not a great game, but it is not as bad I originally thought by a long shot. This game is fun, and sometimes (alright, almost all of the time)... that's what pinball is really about.
3.623/10
11 years ago
Waterworld is a pinball game based on a really bad movie.

The Pros:
The rolling ship is a cool multiball lock mech (if it is working as it should). I like the crane diverter at the upper right hand of the pf. The right hurry-up lane is a tough shot. The superjack standup is not easy to hit either. The ship rollng over to dump the balls on the PF is a great start to multiball.

The Cons:
Where do I start? The hex/VUK is too easy of a shot. The ship is a gimme shot as well. Modes are not well thought out and scoring is not balanced. Standard issue Gottleib issues.

The Takeaway:
Waterworld is one of those games that I have tried to put some time on (just to really get a feel of the rules) and... I couldn't bring myself to do so. Whenever the game says: "Sink the DeeZ!", I say "Nuts!"
5.033/10
11 years ago
Supersonic is a game that suffers from scoring imbalance with the just a few shots needed to light the entire game up.

The Pros:
I loved the BG (most seem to suffer poorly with time though) having thought that jet liners were the best thing in the world when I was a kid. Somehow seeing a Concorde with a Bally logo on it makes the world a better place. The left lane on the pf is reminiscent of Wizard!'s flip target lane (it is a kmeic game).

The Cons:
Get the 2 lane hit the saucer 3 times and you can do no wrong now. Everything is lit. Maybe drop the targets on the left, but why bother when your bonus is 5x and your replay score not usually more than a few hundred k's.

The Takeaway:
This game needs much more balanced rules. Maybe on the super hard settings there is a challenge, but I don't see it here. With the exception of the awesome Capcom title Breakshot, Greg's best designs and players were behind him at this point. The great arcade crash of '83 killed the production numbers on his games and claimed another victim.
8.133/10
11 years ago
This game is not seen very often and when I walked up to it I was completely surprised to find not only a game that I had never heard of before, but also a pinball game company I had never heard before. The owner was good enough to key me into the whole Stern story. I learned something new about pinball and got to play a game I had never ever seen much less knew anything about... COOL!

The Pros:
Steve Kirk designs ALWAYS get my attention. This means great pinball action and spinners that RIP! This game was in great working order and this played quite nicely. The shots felt tight and the multiball is quick on a smaller pf. The 1-5 targets lighting up to queue the multiball are well implemented. The spinner to the upper right hand drops are a really nice touch. The red standup lane between the drops on the lower PF is a tricky shot. ROM the Spaceknight is way rad!

The Cons:
This game can be a bit too generous with the outs. I'd say remove all extra posts between the flippers and near the outlanes to set up this game so that it has a challenge to it. My ball got stuck behind the right spinner a few times when I played it. Seamus's art package is horrid. PF is serviceable, but the BG looks like it was painted with mud on a stick. Strangely this game feels "lighter and cheaper" than Stern games.

The Takeaway:
There are lots of little figures over this art package with letters on them like SK, Steve Kirk and HW, Harry Williams... Gotta figure them all out! This game plays MUCH better than any flight 2k I have ever encountered. Make this table a bit meaner between the flippers and to the sides... and this will be a solid player. Still waiting to play a decent Flight 2k. An excellent game replacement kit for a Bally/Stern v.1 cabinet.

First time I have EVER seen a SS game with a dummy zero readout. Too funny...
7.172/10
11 years ago
Star Race is a game that looks absolutely gorgeous.

The Pros:
This game is a stunner all around . The BG is fantastic and the colors with the details on the PF make this game a beauty. The loop can be made from the upper right flipper, it's very satisfying when hit. The saucer takes great aim to hit consistently. Shoot for drops and Vari-targets. Lots of fun and a looping shot to the upper pf that is an absolute thrill when achieved. The saucer in the upper right hand corner of this table requires sniper skills to hit it.

The Cons:
Unless this game is operating in tip-top shape, you will not make the upper left loop, the upper rollovers from the right flipper of either of the vari-targets. That does not leave too many shots after that.

The Takeaway: If you want to play a megawide Gottleib and can find one of these in great shape... please do. Needs wax, fresh rubbers and lots of love. Otherwise, grab a game on a Genie.
8.046/10
11 years ago
Vampire is a game that looks horrible and plays very nicely when properly maintained and setup.

The Pros:
A deceptively good PF designed by Ted Zale. There are 2 things to do on this game. 1, build the bat bonus from the center island of targetsand go for the red standups on the far sides pf. 2, Build the bonus from the targets around the PF and then collect in the saucer on the top of the PF. Both require a bit of risk/reward to consider. This game has the nastiest outlanes on any Zale design, so your nudging and ball skills better be up to the task.

The Cons:
The upper left hand side of the PF doesn't really do anything. The BG is the ugliest mess I have ever seen on a game. The cab actually raises this score from being rated a 1. Some people like the fact that it's so ugly and it fits the theme, but this art package is a bowser. Dick White did his best work with humorous/cartoonish subjects. This art package just looks wretched. However... this is a horror theme, so let's just leave it at: "Its' horrible!"

The Takeaway:
Keep your eye on the ball. You won't want to keep in on the art package of the game. The good news is you'll have a great time playing this game. The only reason this game is not in the high 8's or the 9's is the artwork. I know I'm making an issue out of it, but Terry LeBlanc absolutely loves the look of this table. So I guess it can't be all that bad.
7.947/10
11 years ago
Dr. Who is a thinking man's pinball game. When you REALLY get to know it, the subtle strategies open up to you and the game becomes quite interesting. Barry sure does love those mini lighting flippers.

Pros:
How many games give you a choice of how you plan to play the game and score your points? Do you want to max your pf bonus? Do you need help with multiball? Learn about the doctors and use their abilities wisely. With the mushroom targets at the top of the pf and the double lock, this is Pinbot-plus without a skill shot. Shooting Daleks is fun. The ramp to W-H-O combo is a a great way to keep the game cranking without being monotonous. A seemingly wide open playfield has a lot to shoot for. The Dalek that lights up is funny. This game is deceptively fast, but even slow balls have a good chance of going out the lanes or sdtm.

Cons:
A few of the doctors are worthless. Barry Oursler outlanes are tough! Fixing that cursed min-pf is like putting a jigsaw puzzle together. Sounds are not the best, but then again, this is based on an old BBC tv show, so it kind of works. Another game where the video mode is a gimme. Linda Deal had a tough time with her blues and oranges on the bg. The composition is strange and looks muddy. This is one of the few BG's that takes away from the enjoyment of the game for me. I guess she didn't find out about vector artwork until CV, painting with traditional media is just not her forte.

Takeaway:
Want to sharpen your skills and your pinball strategy... this game is for you. Want an easy game of pinball that you can lose yourself in dreamland with... this is not your table. If you are a Dr. Who fan (you're probably a brain anyways), this game is a must. A great skills game as pinballs that are out of control mean a quick drainy death on this table.

Update:
While this game has 3 main strategies:

Davros Super Jacks
Vidja Mode
Loops/WHO

The safest way to play this game is Loops/Who. Make your shots, the ball ALWAYS feeds to the fleepers. Hit the upper loop until the W-H-O sequence starts. Hit the 3 ramps, collect lots of points, back to the upper ramp, you are never in danger of losing the ball unless you miss a sequential shot. Once you have the "rhythm" of the game established. You can be here for quite a while. Multiplier maxed at 4x nearly the whole time with every ramp shot boosting scores. It is not the most exciting way to play pinball, but if money is on the table the risk/reward ratio is very, very, very good. A great game with multiple strategies, but regardless of my gameplan, I always start with Doctor 6 for my PF multiplier boost!
8.386/10
11 years ago
Gordon Morrison really let loose on this deck. There is more detail on this table than I can think of on any other game from the time. John Buras's best single level design by far! I like it even better than Buck Rogers. Only the incomparable Black Hole supercedes this design.

The Pros:
Lots to shoot for. 2 banks of drops in conjunction with the 4 lanes at the top of the PF require skills all over. The first left loop to left flipper design that is not seen again from Gottleib until the Street series of pinball games. Getting all the hands to light the special is never easy. The spinner is satisfying, the extra ball standup is a sniper shot all the way up the pf.

The Cons:
Finding one to play is hard enough. Owning one may be a pipe dream for the collector. The saucer shot is more likely to be scored from a sling bounce than a direct flipper shot.

The Takeaway:
There were lots of reasons that this game was low production. Memory/display issues, single player design in 1980... Regardless of these reasons... I have to say that this table is one of the best playing Gottleib games I have ever laid my hands on. A brilliant player that should have seen more people at the arcade.

I have a funny story to go with this table as well. I was playing this game at a party and a little kid about 7 years old came up to me and asked him to help him find a game. My reply to him was, what was the name of the game? He said he couldn't tell me because the name was "dirty". Now that junior has my full attention I'm on a quest to help him find this game he is looking for. We look about this joint and I keep asking him questions.

q- what does the game look like?
a- it has a girl on it.
q- what is she doing?
a- she's playing a game with some weird looking creatures.
q- does it have a dmd on it? You know like a small orange TV?
a- no, just blue numbers.

I think I know what he is looking for and we go over to the corner with the game in it. He points to it and says you found it! My favorite game! "Hemmoroid Annie and the Aliens!" I couldn't stop laughing for the next half hour.

Update:
This game has to be finely tuned or it gets slow and "flat" very quickly. Scores have been reduced accordingly, but if this game is well cared for and properly nastified, it is lots of fun.
9.383/10
11 years ago
Solar fire was the last of the fantastic/fabulous/whatever f-word you want to use four from williams. I got lucky and found one with a great pf and a flaky bg...

The Pros:
Great shots and a variety of risk vs. reward considerations. For a real challenge, set up double scoring from the fire timer, start multi ball with 3 balls and hit the upper bank of targets at 100k x 2 x3 for 600k! It's not a jackpot in a traditional sense, it's much harder. I have had this game for years and done it twice! Go for the mystery ramp in m'ball to make the most of your PF x as well. Keep your balls on the upper pf and is 2-3x when hit. The special is a "Special" shot that is best collected in m'ball as well. As a player's game you must think hard about every shot you make. It could easily be your last, from anywhere on the pf. This game does not reward flailing. It punishes it. Great shots from the lower left flipper using backhand shots for the Solar Ramp as well as the center lock. I rarely say "Whoo-hoo! Connie Mitchell!", but this art pax meets my stamp of pin-approval with flying colors.

The Cons:
The lower left pf can be a trap! but you have to get those locks for mb and the solar shot for big scores. Most players never get the game into the millions digit. Can be downright demeaning to be treated like this by a pin. Multiball takes a while to set up and rarely lasts more than 20 seconds. For some reason... this game feels like it needs a spinner or two.

The Takeaway:
This game is not for sissies. This game is for real players only! A man's man's pinhead man's of a man's man's pinball game. I have owned this game for a while and have only gotten to 3 million on my best game yet! Now I can understand why the game might not have done well on location. It's completely, utterly, unrepentently vicious. Imagine a little kid in 1981 playing this game for 45 seconds and then wondering: "How can I make my $.50 last longer... I've only got 2 bucks in my wallet!" Could this be Williams doing what they can to reduce playtimes and make the ops happier? Who knows. But as a collector, I love playing this game. The trouble with this game is... I go to this table when I want a quick game, which quickly turns into a few dozen more. Wax the PF, rebuild your flippers, Set this game up steep and work it! This table still plays with deadly speed. Only real pinball players need apply. Eventually, I got the new BG in... CPR did a bang up job. Well done guys.
5.552/10
11 years ago
Stellar Wars is a game that in someways lets you down and in some ways surprises you.

The Pros:
Lots to shoot for and the Saucer right next to the captive ball offers two difficult shots that have to be nailed right on to score. Inlanes are deceptively difficult and require good nudging skills. Connie Mitchell put together another art package that may not be the best rendering, but takes me back to the late 70's right quick. Cylon ships always look way rad, just like they do on my Solar Fire!

The Cons:
This game is the most requires precise setup to offer challenging play. If this game is not properly maintained it assumes the name "Pigs in Space". The least flowing of any Steve Ritchie game (other than his Atari designs). Connie Mitchell's best work with this pax is on the cabinet. I'm curious to know if anyone has "re-themed" this table.

The Takeaway:
Willaims' way into widebodies was headed up by Contact (I may be wrong on this one) which was a wide Space Odyssey/Mission. This game feels like a wider Blackout, which is really strange, because this game came to the arcades before Blackout did. Looking at Steve Ritchie's history of games produced, this seems like the bridge between Flash and Superman. Now Steve Ritchie has words about Black Knight / Flash Gordon and design theft... so who knows what happened in the Williams' halls of pinball. This game has quite a bit to shoot for and this is the only game that he made that has the lower pops that close to the flippers (like Jumping Jack / Old Chicago). I love captive ball and alley shots, they require great skill, but the scoring on these shots are not that valuable (if I remember correctly) so this game doesn't really need them. I get the feeling that this game would have felt much faster (and felt more "Steve Ritchie-like") without them and thus narrowing the PF and making this table a regular width design. As it stands with the extra width and real estate on this playfield, this game MUST be properly maintained. It needs to be waxed, the sensitivity of the switches must be feather light and needs boucny rubbers to keep it as fast as possible. Otherwise this pinball game feels dead.
4.540/10
11 years ago
Grand Prix is a bit of a gimmick table. This is the first time I have said this about any Lawlor design and it pains me to do so.

The Pros:
This game kind of feels like safecracker in it's smaller pf layout. The rules are simple and fun. This game has more flow than any other Lawlor design out there. The drop targets are worth shooting for on this table

The Cons:
Grand Prixas a theme works well for this layout, of course it could be much worse. It could be Nascar. This game has to be well maintained and unlike Getaway, when the supercharger magnets go... the game is not dead in the water. Some modes are worthless, others are worth more than wiz modes. The ruleset needs some serious work Bash the car gets old quick.

The Takeaway:
This is a fun game that could use quite a bit of tweaking to get it "just right". It's a passable pin-deck as long as you don't take it seriously. Not to be seen in any serious tournaments soon if ever. A great game for the kiddies and the fans of F1 racing.
3.840/10
11 years ago
Nascar is a bit of a gimmick table. This is the first time I have said this about any Lawlor design and it pains me to do so.

The Pros:
This game kind of feels like safecracker in it's smaller pf layout. The rules are simple and fun. This game has more flow than any other Lawlor design out there up until this point. The drop targets are worth shooting for on this table

The Cons:
Nas-tards is not the best theme out there. It's as if I can feel myself losing IQ points as I play the game. All it needs now is a "freebird" mode to make the package complete. "Durrrrr!" I would give higher marks to Grand Prix, just on theme and art package. Turn left. This game has to be well maintained and when the racetrack magnets go... this game actually plays better if the software recognizes that the game's big gimmick isn't operational. Some modes are worthless, others are worth more than wiz modes. The ruleset needs some serious work Bash the car gets old quick. I mean "DURRRRRR"!

The Takeaway:
This can use quite a bit of tweaking to get it "just right". It's a fun game though as long as you don't take it seriously. Not to be seen in any serious tournaments soon if ever. A great game for the kiddies and the fans of turning left. Of course it would help your scores immensely if your name was "Skeeter" or "Clem" or "Durwood" or "Newt" or "Lynyrd" or... DURRRRRRRRR-RURRRUUHHH!

Update:
Time out a good portion of the modes and go for multiball. Even the mode bonus addition to scoring does not make things like the "Bash the car" (What is this SFII?) mode worth attention. I do like the ramp shots and they feel smoother and more flowing than just about any other Lawlor deck. I also have to admit that I am not a fan of nascar. I’m more of a F1 car, motorcycle or even a demolition derby fan. But hey, that’s just me. NASCAR puts me to sleep.

If you want to play a great racing game, try Bally Inidanapolis 500. Even if they only turn left...


Update v.2:
I would like to take a moment to express my apology for labeling this theme and the culture it represents in a negative light. I am going to leave it up here as a testament to this apology rather than cover it up. While being honest about a pinball game is one thing, being a judgemental jerk is another. And this review did not show my review or my character in a good light.

I can and will do better than what I said above. In summary, I like shooting this game, but the software and hardware could be better. I don't like the theme, but I don't care as much about the theme as the gameplay. And finally while I do not like the theme, there are some pinheads who do and pinheads are AWESOME PEOPLE. No pinhead (or any good person for that matter) deserves to be insulted or talked down to in the manner that I showed with this review.

Thank you for hearing me out and be well.
6.740/10
11 years ago
Frankenstein has been spoeken about in a positive manner by players that I respect. I finally got the chance to play this table. I have to say that this copy was not in the best of shape and it needed work on the electronics. But from what I got from the games I played... here goes.

The Pros:
Choosing music is something I like in pinball. Both tunes are very well fitted to the theme of the game. But between the two... I go Johnny Winter every time. Tight shots require skill and good timing. The 6 ball multiball is frenetic, but never a blast that passes too quickly. I like the loop and the hole-shot from the upper flipper, both are tight shots. The upper hole can be a luck bounce sometimes, the upper loop has to be hit to pass all the way around. Hit the right ramp for the "bobby pinches a loaf" sound cue.

The Cons:
Ummm... does the game work? The BG muddy and the PF is not much better. This is from the man who did the art packages for Centaur and Paragon? Possibly Paul Faris's worst package ever (it grieves me just to even consider typing that last sentence down). I mean, really, what happened after he left Bally? DMD's are impossible to find. Franken-arms are prone to failure. Movie-tie in's really were not Sega's best way to spend their time on games... and they did it over and over and over and over.

The Takeaway:
I like what I see, but the jury is still out for me. I am more than willing to give this game a go (if and) when I encounter it again. Right now, it's ok. I promise to update this score once I get the chance to session this table out in complete working order. Please take this into consideration for the current rating with this pinball game review.
8.381/10
11 years ago
Victory is very cool game that I would have walked by if not for the recommendation of a fellow player. This game is a shooters game and needs to be maintained properly or you will not get the benefit of the design as intended... Then again, this is pinball.

The Pros:
Shots from every aspect of the PF. The upper pf has 4 drops and 3 ramps to work with alone! Get through the race and feel a real sense of pinball accomplishment. Not your average Premier game. My favorite table from Trudeau other than CFTBL and the tragically underated Hollywood heat. My first pinball game was a Judge Dredd so I personally have a soft spot for JT's work. Spelling victory on the lower PF is all about how much bonus do you have in relation to risk/reward. Check point 4... Check point 5... Check point 6... Check point 7... FINISH LINE!

The Cons:
Premiere made some crummy translites, at least these race cars have spikes and machine guns on them. PF artwork is better, but still no match for the team at bally / williams. Hard to read the tiny blue scores. Would have loved to have seen this game with the third playfield as originally intended with the design. Another Gottleib triple level design?!? The first tri-level design since Haunted House?!? Ahhh, what could have been...

Takeway:
A very cool sniper's game that requires precision and accuracy (and strong flippers). Originally it had a lower pf in the center of the game as well. What would have it been like? Who knows... but a 3 level game would have been fantastic! There are some that do not like the difficulty of this table. I understand what it feels like to get owned over and over again by the same game. It's humbling. However when you get the flow of this deck, I believe it is completely worth the effort. I am glad to have taken my friend's recommendation and got to know this game. When you finish the race it feels like a victory, because you really earned it.
9.170/10
11 years ago
World Fair is a game for the ages. As in all ages.

The Pros:
A brilliant art pax by Roy Parker. The PF may seem a bit sparse with artwork, but the vibrant mind of Mr. Parker considered the bright pop bumpers around the center ferris wheel (that matches the theme, backglass and scoring of this game). The 5 lanes at the top of the PF require careful nudging as the 4-8 numbers are not accessible from the lower PF other than blind luck and a good bounce off a pop bumper. Skills. The middle PF is pure pinball action with the spinning disc offering luck, good and bad at every turn. Some people don't care for this... but hey, that's pinball (and life for that matter) so get over it already. Just enough space between the eeeety beeeeety fleeeeppers and no inlanes make sure that your reflexes are good with the opportunities you get. Even after you get all of the lanes lit... the special moves around the table with the Spin disc. Roving specials are way sweet! Thank you Wayne Neyens for a damn fine game.

The Cons:
Finding one that I can afford. The cab artwork looks like an afterthought. Good thing I'm not looking at the cab when I play this game.

The Takeaway:
One of the best pinball games of the mid-60's from Gottlieb (or any other manufacturer for that matter). Considering how open the pf is on a game of this vintage... the flippers, the pops, slings and rubbers must be fresh and snappy. A fresh coat of wax helps too. But when this deck is maintained properly... this table is an utter joy to experience again, and again, and again, and again. I think you get the idea.
6.543/10
11 years ago
Freddy is a game I have only played a few times. I will start out by saying that the game I played was not in the best operational condition. Please take this review into consideration with the last statement in mind.

The Pros:
One of the best art packages by Constantino Mitchell. The red DMD looks great on this horror theme. The PF is nicely laid out esp. the upper right hand side of the deck. The oven and the captive ball are both great shots. The ball barfing out of Freddy's mouth is a great effect. Both claws are interactive. The ball save claw is awesome. The Ramp claw really should have been a flipper that made the shots in the upper right. 2 standups, 1 oven and a captive ball to score up there. The audio calls and animations are ok, but nothing special. The pf shots from the upper flipper are varied and well done. The shots in the upper right hand corner of this table require SKILL!

The Cons:
The above mentioned pros need to work. For some reason... I have real trouble finding a copy of this deck that does what it should.

The Takeaway:
The theme of the game is very well implemented. Collecting souls and staying awake The character of the gameplay is very stop and go. I remember the scoring being unbalanced. However, I need more time with this game in tip-top functional order before I'm going to alter my play rating. I like this game, but really need to session this game out when it is playing as it should. Then we shall see what Freddy is really made of. A great table to play on Halloween.
7.861/10
11 years ago
Baseball is an interesting game with dual scoring for the points during the game as well as runs. Two ways to play the same pinball game from 1970? Cool!

The Pros:
A well laid out PF that lets you load the bases from the top lanes as well as using the rollovers on the main pf. Dual vari-targets require precise aim at all times. Lighting the pf features and then getting the ball to the top of the PF in the pops yields lots of points. The art package is simple and nostalgic. Art Stieinholm did a great job with this table.

The Cons:
Eeeeety Beeeeety Fleeeepers NEED to be tight snappy and at FULL POWER for this game to operate as it should. Consider more powerful coils? Make sure your vari- targets are smooth and responsive. The biggest feature of this game needs to be taken care of or the game falls flat in no time.

The Takeaway:
Load up your bases and knock it out of the vari-park! Pinball games really are like children. Give your deck the love it deserves and you will have a great pinball game on your hands.
6.714/10
11 years ago
Sheriff/Lawman is a really cool shooters table.

The Pros:
Great shots all over the table. For something that looks so wide open, how does the action on this deck move so quickly? I like the gate on the right. I also like Atlantis without it.

The Cons:
Suffers from EM multiplayer syndrome. Atlantis is an improvement on this design. Once again, rules are king built on a great playfield layout.

The Takeaway:
Sherriff/Lawman is a great design. However, knowing better, Atlantis is what this game should have been from day 1.
6.883/10
11 years ago
Sheriff/Lawman is a really cool shooters table.

The Pros:
Great shots all over the table. For something that looks so wide open, how does the action on this deck move so quickly? I like the gate on the right. I also like Atlantis without it. Personally, I like the 2 player BG a bit more as there is more real estate for the artwork.

The Cons:
Suffers from EM multiplayer syndrome. Atlantis is an improvement on this design. Once again, rules are king built on a great playfield layout.

The Takeaway:
Sherriff/Lawman is a great design. However, knowing better, Atlantis is what this game should have been from day 1.
7.813/10
11 years ago
Bobby Orr Power Play is a great pinball game that in many ways could have been themed with anyone/anything.

The Pros:
Greg Kmeic kills it again with a great design. Lots of shots. 4 Flippers and 3 pops that are seen again in Harlem Globetrotters. A deceptively fast PF from so many angles. As always, the Dave Christensen art package is top notch.

The Cons:
Bobby Orr as a Blackhawk? Where is Boston? The Saucer must be adjusted to put the ball back into the game or it will bounce back into the saucer, making a big part of the strategy of this deck null and void. I wish I could set it so that both drop target banks would advance the 2x to special awards.

The Takeaway:
A great pinball game by a great design team that got caught up in the marketing machine of Bally. Good thing that the game is greater than a means to cross pollenate pinball and culture. Greg Kmiec and his team did a bang up job. Unfortunately, this was the last solid playing game that Dave Christensen worked on. Six Million Dollar man was not a Kmiec design and Dave never got to work with a solid designer again. If this game plays "eashy" for you... steepen it up. Wax it up and put fresh white rubbers on this deck. Just like the Ruskies says... Hockey, it's for real men.
7.687/10
11 years ago
Star Gazer is a table that has some interesting design features and a fantastic BG.

The Pros:
Mike Polacki, a truly creative unknown in the pinball industry. Doomed to obscurity with low production runs and well... working for Stern. Mike made this game, Iron Maiden and a few others. A simple and open layout belies the complexity and shots that this table has. Three spinners are always a plus. The rollovers by the flippers offer play options and rules not seen in any other table. Dual scoring target by the upper drop targets switches score priority between drops and spinners! The slingshot/lack of inlanes and outlanes makes for a different experience by the flippers.

The Cons:
The upper pop bumper better be singing or all those targets will never get hit. Mechs must be in tip-top order. With a PF this wide open, this game has to be fast. Rollovers on the PF would have been a good addition to this pf.

The Takeaway:
A brilliant BG by an unknown artist. This game would be "Christensen" worthy of a 6 if the PF weren't so flat as compared to the rest of the art package. That and the thigh tentacles... Even the cabinet looks amazing and it only uses 2 colors. When this game is waxed and tuned the ball flies and the shots require your complete attention. One of Stern's best.
6.160/10
11 years ago
Phantom of the Opera is one of the best looking and sounding games to come out of the DE stables.

The Pros:
Solid shots to the ramp, organ and the spinner. The Organ in particular is a great piece of pinball engineering. It works and requires skill, it's not just a novelty. The 2 ball then 3 ball multiball is a great way to earn the Jackpot. This game looks gorgeous. The first time I saw the phantom's face on the BG I had a serious pinball wow moment. It's almost too bad that the gruesome face that Paul Faris depicted is obscured by the dual layer BG. The PF is detailed and has a gothic look to it that even exceeds the visuals of The Addams Family pinball table. The music for this table is brilliantly executed. Gary Stern looks silly in a wig.

The Cons:
The rules. For all the positives this game has in the looks and the sound department, you can't get past the fact that this game is incredibly simple. No way to relight the organ jackpot. The organ JP builds and holds over so if the players are good, the JP value is miniscule and not worth the work for the points. The mirror is a death shot and is usually not worth the risk for bonus x. Left ramp to right flipper over and over and over... Double your score... over and over...Zzzzzzzzzz......

The Takeaway:
A great game if you want to look at it. It's also nice to listen to. Playing it is not that great in my opinion. I know some people who love to play it, I'm just not impressed with the depth of the programming and the amount of game that this pinball deck possesses considering how strong all the other parts of this title are.
7.338/10
11 years ago
Bowling Queen is a game that looks great and kicks your butt in soooooo many ways.

The Pros:
A skills game that will work your nudging abilities to the max. Good shots and lots of action in the pops. The Bg animation is righteous! Artwork on the BG and the PF is very nicely done. Thank you Roy Parker. Lighting the pops and getting the ball back up the the top of the PF is lots of fun. Set up your pops and get your action on. Getting all the balls to light the speccial is NEVER easy. Work it!

The Cons:
The canyon between the flippers. Planning for four outs on the sides is against the idea of scoring points. So what is it? Points or replays?

The Takeaway:
A good game that was made for making money on the street. Gameplay is signifigantly different in the home environment. The eeeeety beeeeety fleeeepers better be strong enough to get the ball back to the top of the pf.
7.065/10
11 years ago
Mibs is a game that looks good and kicks your butt in soooooo many ways.

The Pros:
A skills game that will work your nudging abilities to the max. Good shots and lots of action in the pops. The Bg animation is righteous! Lighting the pops and getting the ball back up the the top of the PF is lots of fun. Set up your pops and get your action on. Getting all the balls to light the speccial is NEVER easy. Work it!

The Cons:
The canyon between the flippers. Planning for four outs on the sides is against the idea of scoring points. So what is it? Points or replays? The girl in the middle of the middle of the PF looks completely unattractive.

The Takeaway:
A good game that was made for making money on the street. Gameplay is significantly different in the home environment. The eeeeety beeeeety fleeeepers better be strong enough to get the ball back to the top of the pf.
8.932/10
11 years ago
Warlok is a game that received an upgrade and a downgrade from its previous incarnation: Blackout. The design credits say Mike Kubin... but this is heavily based on the Fernandez design.

The Pros:
The upgrade had to do with the game rules and how this wonderful layout was implemented even better than the original deck. The slight change of the angles on the lower playfield make a huge difference in how the ball bounces back and forth, side to side. Make sure your control skills are up to the task or your ball is heading out towards the outlanes. three lanes with spinners is always a good thing. The rules of knocking down the 1-1-1, 2-2-2, and 3-3-3 targets, building up bonus and collecting on right gate to the orbit/plunger lane is a great way to build up to a really tough shot... and then collect. Righteous! Light all 3 spinners (3 spinners on a pinball game is always a good start for me), rip the left spinner and have it loop around to the upper right spinner on the same shot. WAY SWEET! So many shots on this game... I gotta play it some more! This game has more flow on it than most games made years later with plastic ramps and all that multilevel stuff. I imagine Steve Ritchie would appreciate this table.

The Cons:
Seamus McGlaughlin made the BG and the PF look like a mess. Note to the art department. I would rather have a great looking art package on a pinball deck as compared to playing "Where's Waldo" for the hidden faces on the game. Id' like to recreate a new BG with a Moebius theme. That would be much better IMHO.

The Takeaway:
A great table that takes a really solid layout and makes it better with a well thought out ruleset that keeps you moving and thinking towards your next bonus payout. A total shooter's table that keeps your sniper skills on point. Looks worse and plays better than the original game Claude Fernandez laid out with his team. Please focus on the scores on this game from the game design and play and play not the artwork. The game play is where this deck shines. Since this game is SOOO ugly, it gives you extra incentive to keep your eyes on the ball. Not many of these games were made so... GitSum' when you can. The more I play this game, the more I like it. It's on the want list. Warlok is not a looker, it's a player. Play on player... play on...

Check out the righteous Pinball Parlour breakdown of this deck here:
http://www.youtube.com/watch?v=UESH4j3ppvg

Update: The more I play this game, the more I like it. Matching the 1-2-3 lights in a row for extra ball (listen for the goofy audio cue) makes means that you have to shoot the center of the 3 targets in the drop banks, that is... unless you knocked them down already. Then all you have is the upper let standup to wait for when the four lights travel around the table in the counter clockwise direction. The upper left loop lane may be worth a bit at at 70k, but so is a 21k complete bonus ladder (which leads to double PF scoring!) bank at 10x! The flippers have the stern spacing/post that we have come to know from Kubin and Steve Kirk making for a different choices/ perspective with ball angles and flipper skills. I love the lighting strike effect when the left loop is completed. Would have voices been a plus,yes. Would this deck benefit from multiball, certainly. Would the game have looked better if any other artist besides Seamus did this package, absolutely. But for what it is, this deck is incredibly well balanced and it plays like a champ. How did this game get to Williams when he was still designing games Stern v1... does anyone know? This is my first Mike Kubin game and man... it's a true player!

Don't break your pop caps... they don't make them anymore.

Update v2:
Since having this game for a month, it's safe to say that this game is not leaving the stable. I love the left orbit lighting strike! When I tried playing the game with the Belsito mod (remove the one way gate at the upper left hand side of the PF) and the game plays great. The top lanes become a true skill shot and the spinners become even more of a priority) with or without it. Side to side sling/bumper angles\ tension mean that every ball out of control is at great risk of heading out the outlanes. You are only 4 shots away from an extra ball at the start of each ball in 2 different ways! Once the PF double scoring is lit... time to rip the spinners from either orbit! The standard issue Kirk/Kubin flipper layout means that you have all the speed of a williams table with the angles/ consideration of the middle post between the flippers. Angles and defense changes with this layout and it's righteous! When waxed and properly maintained, this game will always have you on your toes! Find one if you can and play the heck out of it!

Update v3:
Still playing it quite a bit. For some reason, I'm playing my Defender and this game more than my other games from this era. Strange how that works, but these two "rare" pinball games are heads and shoulders over more commonly known and played Williams games of the era like Blackout, Firepower, Gorgar, Alien Poker and Black Knight for me!

Update v.4:
There are three main strategies on this table.
1) Left orbit. Take out the top arch one way gates if you are feeling evil. Enjoy the show with each completed loop.
2) Drops to light the spinners for 2k a spin. Put this on top of a completed top orbit and you can easily make 100k a shot with this scoring stack.
3) Stick with the drops and triple seven the bonus rainbow out to double your PF scores. The X-Y-Z lanes will give you up to 10x which can be collected on the lower right hand gate to the shooter lane. Add this on top of strategies 1 and 2.

Do the happy pinball dance. Rinse and repeat. I did find that adjusting/removing the posts on the outlanes made a HUGE difference on game scores. I recommend the highest post setting and I'm going to try a smaller post as well. Removing the posts is overkill, but if you are in an pin-cruel mood... I still lose balls between the flippers, but it is a more rare occurance than it used to be. I still get caught by slow side to side bounces from the top of the slings or a geometric bounce from the 1 targets heading down the pf. But once you get used to the Stern (v.1) flipper layout, it's a great way to play!

Update v.5:
Left orbit all day. Drops will come. Bonus X will come. Collect Bonus will come. I Adjusted the lip or the upper right guide of the orbit to cause inconsistent and more dangerous exits from the orbit screaming down towards the Steve Kirk flippers and post. Skillful players can still cab-slap their way out of this, but risk/reward must be dialed in before this design becomes a 1 shot table. There are no saucers or any place for the ball to stop on this design. Drops and spinners. Pure single level pinball pleasure. Complete your bonus rainbow for 2x PF scoring and collect the 10x bonus and left orbits for the big scores!

Better than Firepower. Better than Cosmic Gunfight. Better than Black Knight. Better than Space Shuttle. Better than Alien Poker.

The quality of game for the vintage of this game is filled with rare air and those games that play as well as this one does tend to be much different ideas implemented in pinball. But for pure, fast single level gameplay, this title may be the best of it's kind.

I got lucky and found a second copy after selling my first beater for silly $$$ and the promise of the new owner to restore it to it's former glory. Find one if you can and play the F@&K out of it... and try not to throw yer hands in the air when the KOWWW-KOWWW-KOWWW sounds off!
8.094/10
11 years ago
AC/DC is the best game to come from Stern in a long long time.

The Pros:
This is the best sounding pinball game... ever. The theme is incredibly well executed and the details of this game are well attended. Drops instead of standups are a welcome addition. The Bell diverter lane as well as the diverter from the left ramp. Oh yeah... the lower pf is a welcome return and addition to this game. Not too much time is spent down there and the scoring is not so significant that it is unbalancing. This table flows well and is a worthy successor to the T2 layout. Smooth flow and lots of different modes use the entire playfield and yet all the modes do not feel boring. 12 songs, 12 modes, 12 sets of rules within the same table. Stack you MB's, multiply your PF scoring and rock out! I like the stand ups better than the drops. Keeps things snappy and fast.

The Cons:
I need more time with this game. I'd love to see what they do with the wizard mode. You had better like AC/DC songs because you are going to hear a lot of it. The inlane/outlane on the right is obstructed by the cannon. The bell seems to break a bit on location. I stay away from a few modes at all cost (Thunderstruck, agh!). Once you play the LE version with the lower PF, you don't want to go back to looking at Angus's snarling puss. The lower PF isn't just a gimmick, it is an integral part of the modes inside the game.

The Takeaway:
With software updates and more tweaking of the modes on the way... this game is a winner. It feels great, it looks good and the gameplay is fantastic. I have to play this game more, and that is ALWAYS a sign of a good pinball game. Congratulations Stern... I am more excited to play this game than any other pinball game I have seen in years.

Update:
I got a chance to play the Pro version quite a bit this past week and there is good and bad to this "lesser" version of this table. Note that these comments are in comparison to the Premium/LE version of this game.

Not so Hot:
No lower PF. Angus's face is just way too big and ugly on this PF. An accurate shot to the Bell standup has a good chance of screaming SDTM. Can some sort of adjustment/ dribble gate be placed into this shot to make it less deadly for a successfully scored target?

Me Likey:
No drops in the main portion of the PF means that this game is FAST! Deadly FAST! When I get my AC/DC Premium... I may need to replace a drop target bank (or two) to keep this deck nice and quick. There is no real stop and go with this design... It's all go, go! GO!

Update:
This game has LOOOOOOONNNNG legs. I mean, it just keeps on giving and giving and giving. The game can be set up for easier play (If you absolutely need to make Encore), and can also be set up to be PAPA nasty and downright deadly as a player. There are some minor complaints about the cannon modes, but... these are such small matters as compared to the big picture that. They don't really matter at all. A true player in every sense of the term and quite possibly the only game that I don't have in my collection that I HAVE to own someday. When you really think about it, there are only 5 shots on the game.

Left Orbit
Left Ramp
Bell lane
Right Ramp
Right Orbit

and nothing of real note to the layout. This game is a true testament to the genius of Lyman Sheats and is one of the few games that Stern made that was not programmed by Keith Johnson to be a truly brilliant, deep game that is without exploits. This is a game that offers you many valid and earnable choices as to how to play as your game progresses. If pinball was art (I do most sincerely believe that it is) This pinball decck is analagous to DaVinci's David, Michaelangelo's Mona Lisa. So there. Ritchie and Sheats's AC/DC.
7.478/10
11 years ago
Earthshaker is a game I played a bunch in college. Ahhh, I can feel the memories come flooding back again.

The Pros:
The art package with the mirrored BG is most righteous. The PF and the Shaker motor add a great deal to the atmosphere of the game. The shaker motor makes you jump back if you are not ready for it. It is one of the few pinball novelties that never gets old. Zone targets and Jackpot values show the way to the first Wiz mode in Whirlwind. An incredibly creative PF with lots to shoot for. The falling building is very cool when you get to see it. The game says "Ooooh, Bitchin'!"

The Cons:
The game play comes down to the center ramp shot, again and again and again and again... Is this DE Star Wars? Calling mystery programmer! Please balance this game and make it the great game it should be.

The Takeaway:
A fun game, but due to the noted scoring exploit, not a tournament game (Calling Mystery Programmer!).
7.693/10
11 years ago
Family Guy is a game that took the theme of the table as far a they could and succeeded in making possibly the funniest pinball game... ever.

The Pros:
Audio cues from the show are hilarious giving you a more than a few "Did that game just say..." moments. The mini- pf is very cool, plays great and is a surprise as it goes against Pat's philosophy of: The ball should always be in danger of draining. Creative placement of shots are a welcome addition to that standard Stern layout that we have grown accustomed to seeing.

The Cons:
Spinner to kickout, Spinner to kickout, and again, and again... There is much more to do on this table, but that is where the points are...

The Takeaway:
If you like the show, you'll love the execution of the theme on this game. The playfield (large and small) is new and refreshing. The rules are deep, but most tourney players go for the shots noted in the cons.

If it wasn't for the art and audio this game would be a 5/10.
9.759/10
11 years ago
Abra Ca Dabra is one of those games that looks simple, and it is... but it is ALWAYS a challenge.

The Pros:
Jeff Brenner did not design too many games. This is one of 4 playfields that he worked on. I say worked on because Lawman was the PF for Atlantis. However, I will say that his body of work at Gottleib has produced some of the best EM tables out there. This is one of them. I like the flashers in the mysteriouus eyes in the BG. Getting the bonus value to 5k is a goal to set your sights on. 1k is a lot of points on this table. Do you chance the pop bumpers when they are lit?

The Cons:
I do wish that this was a multiplayer game (I know, I know, it's em tech)... that's about it.

The Takeaway:
Simple but not easy is the way this table plays. The artwork is cool and the play is incredible. If you see one, play it and know that your youth is well spent.

Update v.1:
This table continues to amaze me with the considerations to the balance of the playfield, scoring and risk/reward associated with the shots on this deck. It is an example of near pin-perfection with EVERYTHING that brings this game together. You can have the game of your life and then the very next game is a lesson in humility. Abra is a true player and it has stood the test of time. Find one. Play it. Your life is better for it.

Update v.2:
The Magic Wizard design of 1971 is superior and created by Ed Krynski.
9.210/10
11 years ago
Sky Dive is a game that makes you shoot with intent and nudge with every opportunity.

The Pros:
Skill shots and choices to make from the first plunge. Lanes all over this game as well as standups on the right that make for tempting targets. You got skills? Can you hit the middle pop with so it just moves 1 space to x10 the drop target you need to hit? When was the last time you knew of a game that required a specific amount of hits to a pop, that you could control, to set up a shot to a drop target. Brilliant, really... Oh yeah... the x10 x10 shot to the targets require rollover setup and pop bumper rotation of the lights in front of the target bank. Some have said that the left flipper is under utilized on this game. That is what I use for the 4-7 drops on this table. Not a single inch of wasted space on this game that requires... Skills!

The Cons:
I don't own one. The PF may not be the most beautiful piece of pin-art, but it is absolutely utilitarian, like a good parachute should be.

The Takeaway:
This game feels like a card whiz/royal flush layout combined with lawman/atlantis sensibilities. Oh yeah... it's a Krynski game. The Gordon Morrison BG and PF are HOT! A brilliant package all around.
9.210/10
11 years ago
Free Fall is a game that makes you shoot with intent and nudge with every opportunity.

The Pros:
Skill shots and choices to make from the first plunge. Lanes all over this game as well as standups on the right that make for tempting targets. You got skills? Can you hit the middle pop with so it just moves 1 space to x10 the drop target you need to hit? When was the last time you knew of a game that required a specific amount of hits to a pop, that you could control, to set up a shot to a drop target. Brilliant, really... Oh yeah... the x10 x10 shot to the targets require rollover setup and pop bumper rotation of the lights in front of the target bank. Some have said that the left flipper is under utilized on this game. That is what I use for the 4-7 drops on this table. Not a single inch of wasted space on this game that requires... Skills!

The Cons:
I don't own one. The PF may not be the most beautiful piece of pin-art, but it is absolutely utilitarian, like a good parachute should be.

The Takeaway:
This game feels like a card whiz/royal flush layout combined with lawman/atlantis sensibilities. Oh yeah... it's a Krynski game. The Gordon Morrison BG and PF are HOT! A brilliant package all around.
9.224/10
11 years ago
Sky-Jump is a game that makes you shoot with intent and nudge with every opportunity.

The Pros:
Skill shots and choices to make from the first plunge. Lanes all over this game as well as standups on the right that make for tempting targets. You got skills? Can you hit the middle pop with so it just moves 1 space to x10 the drop target you need to hit? When was the last time you knew of a game that required a specific amount of hits to a pop, that you could control, to set up a shot to a drop target. Brilliant, really... Oh yeah... the x10 x10 shot to the targets require rollover setup and pop bumper rotation of the lights in front of the target bank. Some have said that the left flipper is under utilized on this game. That is what I use for the 4-7 drops on this table. Not a single inch of wasted space on this game that requires... Skills!

The Cons:
I don't own one. The PF may not be the most beautiful piece of pin-art, but it is absolutely utilitarian, like a good parachute should be.

The Takeaway:
This game feels like a card whiz/royal flush layout combined with lawman/atlantis sensibilities. Oh yeah... it's a Krynski game. The Gordon Morrison BG and PF are HOT! A brilliant package all around.
6.193/10
11 years ago
Lethal Weapon 3 is a prime example of how a great layout and hardware can be ruined by lackluster artwork and shallow rules.

The Pros:
A killer layout with lots to shoot for. Drops, ramps, saucers, orbits and spinners. Multiball is lots of fun with double and 4x jacks. Figure 8 ramps are way rad. I like the skill shot that takes... SKILL to award it.

The Cons:
There could be SOOOOOOOO much more to do with this game if someone had the time and desire to make this game as awesome as it should be. Rules software and artwork need help, big time. Mode completion and separate video modes total up to 8 times to keep your eyes on the dmd. This is a pinball game right? The art package is sub-standard all around.

The Takeaway:
A good game that could have been a great one. Relatively simple fun, but not a game for the ages. It is a good game for the $$$? Sure, but there are other games out there for the same price or less that are better players (maybe it just comes without a DMD). Good for the kids and the GF who for some reason, still has a crush on Mel.

ok,ok,ok,ok....

Update:
I got a chance to play a really nice copy for New Year's 2018 and I have to say that I really like playing this game more than I thought I would. In fact, I'd say It is one of my fav DE games to play now. The biggest thing for me is that the rules on this deck are really well balanced. The modes require shots all over the playfield and yes, that last one is a big 50 mil that is super easy to collect, well any of the modes are easy to collect. But this means that challenging shots need to be made all over the pf. I do wish that more rules had been put into this game as compared to... mode animations, but who knows... pinballcode.com may have something up their sleeves in a future date for this deck. Or mystery programmer, or... who knows. Multiball with double jackpots is way sweet and the shots all over the pf. ripping the spinners to build the bullets in the sub-machine gun is an interesting way to find some fun things that were programmed into this deck. I love the super riggs with the Curly Stooge sounds. Learning how to strategically keep a ball on the figure 8 ramp can make shots during multiball more managable and yet still skillful in execution. Speed jackpot and double speed jackpot require true multiball juggling and accuracy. This is a great skills practice game and can still be found for a reasonable price (this is 2018 now...)

This game has some strange things about it and while the scoring is not balanced in many ways (sub-machine gun modes), it is better than random double your score awards. And while Leo Getz can be inconsistent with scoring and unlimited millions just isnt worth that much (is there a tourney mode in this ruleset?), it is still not too unbalancing as lighting leo can be near impossible to light from direct flipper shots, and it doesn't seem to be lit that often in the course of a game.

Final note. Always choose ZZ Top.
7.046/10
11 years ago
Secret Service is a High Speed ripoff. The good news is that it flows very well, just like the game it's design is copied from.

The Pros:
Fun, accessible and when maintained properly, very fast. The artwork on the PF is great! Left orbit to upper flipper to ramp is a great flowing tour of the PF. The shot to the right of the upper flipper is tough and requires skill. Holding up the upper flipper while shooting from the lower left flipper helps.

The Cons:
Can get old quickly. Set software to super hard (if you can). The BG is an abomination to pinball.

The Takeaway:
A fun simple game from DE. If you can get one at a good price, go for it!

Update:
Played a nicely tuned copy and had a lot of fun playing it. The light show was impressive and the Capital Building's dome may the best pop cap that I have ever seen. Is it DE High Speed? Yes. Is it silly, campy and stuck in the 80's? Yes. Do the shots feel great? Yes. Does shatzing the right inlane and then ripping the spinner make you smile like a cheshire cat? Yes. Find a copy, tune it nicely and enjoy the ride in your government paid for ferrari-mobile!
7.850/10
11 years ago
The team of Krynski and Morrison do it again.

The Pros:
Nudging skills may have never been in more demand than on this table for a game made in the 1970's. Tight shots back to the top of the PF require skill and accuracy. That is... if you can control the ball from the flippers. Your stall/trap skills better be on point. Lots of posts keep this game moving, so wax it up and let that ball fly! Green Genies and Bikini Harems make me want to wear a turban when I play this game. Just like the Carnac the Magnificent.

The Cons:
You had better have fresh rubbers and sneeze sensitive pops on this deck. Otherwise the standups on the top arch may never be scored.

The Takeaway:
Getting the last few letters in FLYING and CARPET are always a challenge and will make you ask yourself... is it worth it to let this ball out the sides? This deck is a player. If your 5 ball game lasts less than 45 seconds... it's probably because you need to work on your pin-fu.

Update:
I got a chance to play this deck at 2 plays for $.25 with 3 ball per game. HARD! There are no spinners or drops on this game. It is incredibly fast and the angles of this table are designed to make the ball travel from side to side as soon as it enters the PF. Flying Carpet game has very tight shots back to the top of the PF on either side (ala Volley but with arches instead of a rebound shot). Getting all the lanes at the top is tough as nudging will be as likely to bounce the ball back down the sides as it is to get the ball into the desired lane. Keeping the ball out of all 4 lanes at the bottom (all lead to the outhole) mean that you'd better be ready to judiciously and punctually bump this game when you need to to keep it out of the danger zone. Lots of indirect action to the 6 standups C-N-T-E-G-F above the pops means that nudging opportunities are in high demand from the top all the way through to the bottom of this deck. This is not a game that a modern DMD player is going to "get", at least not immediately. This game is from a different era that uses different techniques and strategies to gits the job done. Don't harsh on it just because you don't gits it right off the bat. It's pinball and at the same time, a different kind of game. This is one of those simple, but NEVER easy games that will demand your respect. Master K made a punishing game that was made to eat your quarters as quickly as possible. Do not expect a game to last more than a few minutes, ever. But I will say that if you give a deck like this some mileage... and when you do see the light, I think you will be happy you invested your wasted youth into it. I know I certainly did.
8.109/10
11 years ago
I loved playing Terminator 2 in college. I still enjoy it thoroughly.

The Pros:
Great theme and play. Ramps and orbits flow beautifully. Another great SR playfield. I love the Jackpot and SJP sequences. Trapping a ball AND shooting the roving lit target is always a true pinball challenge. The Doug Watson art package is top notch all around. The pinball cannon is a great toy that has seen many iterations and it works great on AC/DC. First B/W game with a DMD and it was integrated incredibly well. Kudos to the engineers and programmers with this game.

The Cons:
You would think a SJP would be a tourney kicker, but there are real points are looping the right orbit again and again (software adjustments???). Why even bother with Payback time when you have a 5 million point shot lit at all times once you reach it? Maybe the game's rules can be altered to this, but for now... unbalancing is the word. Someone please tell me I'm wrong on this matter. Fortunately they kept the G n' R song out of this game. Axl Rose's voice would have made me want to kill while I'm trying to play pinball. Software bugs make for PAPA drama.

The Takeaway:
A great game for the times. Not too deep, never boring. Unless you keep on shooting for the right orbit. This deck has to be adjusted and tuned to play as it should. The good news is that this game plays great even if it has a few reasons not to put it in the tournament. We are going to see this kind of fan layout quite a bit after this game hit the streets.
4.794/10
11 years ago
No fear is a game that is fast, furious and needs a SERIOUS software update.

The Pros:
The ultimate fan layout, but still nothing that you would see from Gomez. 9 super-tight and fast shots dominate this PF. The standard 3 standups are hard to hit and make lighting your kickback a risk vs. reward (extra ball in tournament mode!) something to seriously think about before shooting them. The jump ramp is way sweet and hitting it over and over is critical to high scores. This game is FAST, no pop bumpers allowed!

The Cons:
I really like Greg Freres, he has done some BRILLIANT art in the past (SKATEBALL!), but this art package seems rushed and crowded. Time out the modes, start Meet your maker, trap a ball on the left flipper and hit the ramp over and over and over and over. Billions of points. Not always easy, but utterly unbalancing to anything else in a game. In tournament mode, points is points. Suffers from from BK2K right flipper syndrome.

The Takeaway:
I like this game, but I should love it. No Fear should be an exciting theme. Poorly tested/reviewed rules/software makes the trip to the wizard mode a snoozer. This game is about exciting adrenalin rushes. What gives? CALLING MYSTERY PROGRAMMER! If this game required you to make mode shots (ST:TNG) and balanced the MYM score accordingly, this game is now what it should be, a journey to the goal of a huge wizard mode. EARN IT! That sounds like a pinball game that Steve Ritchie would design.
8.549/10
11 years ago
Black Knight was a landmark game is many different ways. Steve Ritchie and his team did a brilliant job on making this game "work". Today it may seem simple, but it is rarely easy. BK is the game that is to many, the epitome of what a 80's pinball game should be. There are a few reviews stating that this game is overrated, all dmd's are better or BK 2000 is better. That's fine, your opinion is yours, it's just that you're wrong. You can say what you want to, but you're wrong. If you still believe the above statements, I believe that there is an AM talk radio station out there that is willing to take your call after Rush is on.

The Pros:
Where do we start... The theme is incredibly well executed. I usually do not care for Ramunni's artwork, but this is very well done. I personally like the pf a bit more than the BG, but that's just me. The Dual PF design flows as a Ritchie game should. The shot from the lower right flipper to the upper left flipper to the lock takes a figure 8 around the PF and reminds me of something that Ted Zale would have thougght of. Multiball is great. The ringer screams at each million points scored. Stealing locked balls from your opponent is always a treat. For the amount of memory in the ROMS , Larry DeMar did a an amazing amount of work with 30kb.

The Cons:
Launching the ball and not hitting it with the upper right flipper can lead to an instant drain. This only happened a few times though. I guess Mr. Ritchie was trying to teach me a lesson. The lower loop can send the ball into the outlanes if not adjusted properly.

The Takeaway:
A game for the ages. These games in good condition can be expensive. Fortunately new PF's and BG's are floating about and with some time and care, you can have a great BK in your collection with a bit of sweat equity! Sometimes people will say that this game is too easy. I say your game is not set up hard enough. Pay attention to function #37. When this is turned on, the multiball lock has to be lit by rolling over the bonus multiplier loop on the lower playfield. Then gitcher' self back up to the upper PF and lock your ball. Try it and see how "easy" this game is now. There are other options to make this game more difficult as well. So wax it up, steepen the angle, freshen your rubbers and make sure that this game is snappy as it should be. Finally, I know that some people will disagree, but this game is the 2nd best out of the Williams double level Fabulous 4. Solar Fire still is a more challenging game for me.

The Black Knight will thhhhlayy you!
8.781/10
11 years ago
Black Knight was a landmark game is many different ways. Steve Ritchie and his team did a brilliant job on making this game "work". Today it may seem simple, but it is rarely easy. BK is the game that is to many, the epitome of what a 80's pinball game should be. There are a few reviews stating that this game is overrated, all dmd's are better or BK 2000 is better. That's fine, your opinion is yours, it's just that you're wrong. You can say what you want to, but you're wrong. If you still believe the above statements, I believe that there is an AM talk radio station out there that is willing to take your call after Rush is on.

The Pros:
Where do we start... The theme is incredibly well executed. I usually do not care for Ramunni's artwork, but this is very well done. I personally like the pf a bit more than the BG, but that's just me. The Dual PF design flows as a Ritchie game should. The shot from the lower right flipper to the upper left flipper to the lock takes a figure 8 around the PF and reminds me of something that Ted Zale would have thougght of. Multiball is great. The ringer screams at each million points scored. Stealing locked balls from your opponent is always a treat. For the amount of memory in the ROMS , Larry DeMar did a an amazing amount of work with 30kb.

The Cons:
Launching the ball and not hitting it with the upper right flipper can lead to an instant drain. This only happened a few times though. I guess Mr. Ritchie was trying to teach me a lesson. The lower loop can send the ball into the outlanes if not adjusted properly.

The Takeaway:
A game for the ages. These games in good condition can be expensive. Fortunately new PF's and BG's are floating about and with some time and care, you can have a great BK in your collection with a bit of sweat equity! Sometimes people will say that this game is too easy. I say your game is not set up hard enough. Pay attention to function #37. When this is turned on, the multiball lock has to be lit by rolling over the bonus multiplier loop on the lower playfield. Then gitcher' self back up to the upper PF and lock your ball. Try it and see how "easy" this game is now. There are other options to make this game more difficult as well. So wax it up, steepen the angle, freshen your rubbers and make sure that this game is snappy as it should be. Finally, I know that some people will disagree, but this game is the 2nd best out of the Williams double level Fabulous 4. Solar Fire still is a more challenging game for me.

The Black Knight will thhhhlayy you!

Update:
The best Black Knight game made. 3k could be played with one hand only and the Stern version suffered from rule balance/feature removal. I mean... really. Who wants to play a Black Knight pinball game with only ONE level?
8.183/10
11 years ago
Mystic is a good example of how a simple layout can be made into a solid game with well thought out rules.

The Pros:
The KO'C art package makes a simple game look fantastic. Similar in layout to Evel Knievel with orbits, lanes and pops. The drop targets are the biggest difference along with the addition of a captive ball lane. A simple and solid layout by George Christian. Good rules make this deck shine requires you to shoot all targets, the captive ball for bonus x and the spinners.

The Cons:
The game can feel like it is too simple at times. If the setup is too easy, the game rolls over in no time flat. Of it it's set up to hard, your game time will be less than ninety seconds, all day long.

The Takeaway:
An understated design that plays great when setup correctly. If not set up correctly, this deck shows its tempermental nature. You'd better level this deck out before starting your game. Freshen the rubbers, wax it up and let her rip!

Update:
I got the chance to play a nicely "tuned" version of this table that was used in competition play and it was great. All 9 targets need to be selectively hit (depending on if they are lit white or orange) and then, bang away on the captive ball to increase the bonus multiplier to make the most of your 72's. Stars are nice for extra balls and specials, but for big scores, bonus seems to be the way to go! This design can be absolutely brutal especially once the ball heads towards the outlanes.
4.415/10
11 years ago
Solar Ride is a great looking game from Gottleib.

The Pros:
Gordon Morrison put together one of his best art packages on this deck. Pinks, oranges, yellows, purples and blues are vibrantly composed on all surfaces. The girl riding the buckin' bronco is holding a wrench. I don't know why... but that is the coolest thing on a BG that I have seen in a long time. Much better than a red button on Lawlor's games. The playfield is laid out nicely and has lots of different shots to consider. The lower PF reminds me of my Harlem Globe Trotters released just a few months before. The saucers and the extra ball gate are all tough shots (esp from the double flippers). Getting bonus x from the lit lane at the top requires good nudging skills. Double flippers on the left keep your attention on high alert. Dropping all the drops other than the middle target and then scoring it is a cool feature. Scoring bonus from the left saucer is always rewarding.

The Cons:
This game is UTTERLY BONUS HEAVY. Between bonus X, the rollovers and the upper saucer, you can get to 20k/5x over and over and over and over... which I love, Unfortunately, the bonus count down takes forever (bloop, bloop, bloop, bleep, bleep, bleep) and once you start scoring 100k a shot, there is nothing else to do on this table. Can be too easy to roll. This game needs a spinner like few others.

The Takeaway:
Getting to 20k 5x is fun. But that's it. A simple but challenging bonus collect design is one of my favorite types of decks. How can a game like this become so... dull? I don't know... but this game is. Set this game up steep, wax it fast and open up your outlanes. Otherwise it may look great, but will probably not challenge you in the long run.
9.422/10
11 years ago
This was another game that I thought I was going to turn over... then I started playing it and getting to know it. This is a really cool game and that's why they made over 14,500 copies of this table. Greg Kmiec designed games that count over 100 k in production numbers and this table is a prime example showcasing his skills honed under the tutelage of master game designer Ted Zale.

The Pros:
The art package is awesome! Meadowlark, Curly and the rest of the crew are here. Even the sneaker on the side of the cabinet fits in perfectly with the theme. Your first shot is the open gate standup on the right for your ball saver. Risk/reward from the get-go!Shots are well planned out and the saucer at the end of the inline drop targets is a tough one due to the fact that you have to hit it from the double flippers on the left side. Focus on building up the spinner from the inline drops and then nailing the spinner on the left is the way to build awesome scores! Do you risk a shot to the inline targets or safely get your ball to the top of the pf and use your Nudging skills to get the shot in at the top of the pf when you need that last letter in G-L-O-B-E? I own a copy with day 1 mylar!

The Cons:
The evil scissors... double flippers... curse you! Drop targets on the left hand side of the pf would have made this game even cooler!

The Takeaway:
This is another game where they remembered to have FUN! even the gate from the outlane on the right says "Rebound". 3 spinners and lots of shots to make. The table even sings to you "Sweet Georgia Brown" when you start a new game. A relatively simple table that is always challenging and a blast to play. What's not to like?
6.573/10
11 years ago
Gottleib's Street Series games play better than I thought they would. I can also see how they would get crushed by the Bally/Williams lineup of 1991.

The Pros:
A solid and simple design from Jon Norris that plays quite well. The orbits to the inlanes remind me of European designs that we saw in the 80's. No ramps mean a different approach to designing games. The strange thing is... this game feels like it has ramps with the orbits at the top of the deck feeding back to the respective inlanes. The bullseye drop target is a nice touch at the top of the PF that requires accurate aim. Lots to shoot for with the drops and the upper flipper. The double lane skill shot is also nicely done as it works both ways from the plunger and from the PF. The drop target banks remind you that this is a Gottleib design. Nostalgia mode is a nice addition as well. Whhen properly maintained, this game is deceptively fast.

The Cons:
I usually don't like the feel the flipper mechs on system 3 Gottleib games and the little blue displays are hard to read. 3rd flipper is kind of useless.

The Takeaway:
This game plays better than one might think. One of the best playing Gottleib street games (Vegas... ugh). Before you walk on by, give this one a try.
8.079/10
11 years ago
Paradise is a fantastic looking game that i fun to play.

The Pros:
A deceptively open playfield keeps you on your toes with targets all over the pf and the 4 saucers acting like randomizers as they run the edges of the circles in the PF. Lighting all 4 saucers for maximum scores is way sweet. 100x times all 4 saucers. The inlane/outlane configuration will test your nudging skills.

The Cons:
The randomness/carryover of the 4 saucers being lit as well as the rotation of the scoring plate make this game less than ideal for competitive play.

The Takeaway:
Work that pinball game, take what it gives to you and make that grass skirt wiggle, wigggle, wiggle, wiggle. This game is sexy, and it knows it. A great (single player in tourney only) pinball that will keep you coming back for more.

Hawaii Calls... yes it does.
7.527/10
11 years ago
Roller Disco is a game that needs to hang out in the dark. Preferably under a black light.

The Pros:
Jungle Princess/Queen in a widebody format. Solid shots and incredibly detailed artwork. The copy of the game I got to play had been kept in an unlit storage unit for a few years and looked FANTASTIC. Vibrant detailed graphics were everywhere to be seen on this game. It was stunning. I can see how time/light would take this away from most games on location, but the copy that I played screamed for visual attention.

The Cons:
I like the narrow body version of this game better. The extra real estate takes it's toll with this design. Maintenance is not optional with this game. If she is not freshly rubbered, waxed and the mechs are slack... boring... This is one needy mistress of a pinball deck. I love Krynski designs, but this one just adds a few inches in the middle with a few standups at the top. I mean, that's just a whip it up quick design or just plain (I am cringing writing this about a Krynski deck) lazy.

The Takeaway:
This game needs love. This game needs care. This game needs darkenss (to keep her beauty, and from getting wrinkles). Otherwise this deck falls flat on her face. Just like a rollergirl who hits a rock on the street. In summary, Roller Disco is a beautiful colorful needy pinball pin-bitch.
3.466/10
11 years ago
Duotron is a game that was a lot more fun when I was a kid.

The Good:
Incredibly detailed artwork by Gordon Morrison. The Robot on the BG looks like he is going to swallow you whole.

The Cons:
The saucer seems to be more luck than skill making this shot as well as the captive ball horseshoe that builds the scoring here an almost non-factor in this game. Too much risk, not enough reward for the middle 1/3 of the PF. One of the worst playing Gottleibs to ever be produced. Surprisingly, the games I played seem to score best when I could get the ball into the top kickout holes to add bonus as well as scoring pts. These are luck shots, possibly bounced into the kickout lanes from the bumpers, not skilled snots. Playing this game it makes you wonder what was going through the mind of Ed Krynski, if it was the bill of construction had been too high at Gottlieb or if it was a matter of he just got tired of using drop targets. I wonder if they even play tested this deck.

The Takeaway:
This could be a fun game, but can be a matter of luck as compared to skilled shots. Luck if you land the saucer. Lucky if you get a bounce into the top kickout lanes. This game needs fresh rubbers and wax, but you may ask yourself... why bother?
3.298/10
11 years ago
Magnotron is a game that was a lot more fun when I was a kid.

The Good:
Incredibly detailed artwork by Gordon Morrison. The Robot on the BG looks like he is going to swallow you whole. I like the 2 player Duotron artwork better due to 2 fewer wheels on the BG.

The Cons:
The saucer seems to be more luck than skill making this shot as well as the captive ball horseshoe that builds the scoring here an almost non-factor in this game. Too much risk, not enough reward for the middle 1/3 of the PF. One of the worst playing Gottleibs to ever be produced. Surprisingly, the games I played seem to score best when I could get the ball into the top kickout holes to add bonus as well as scoring pts. These are luck shots, possibly bounced into the kickout lanes from the bumpers, not skilled snots. Playing this game it makes you wonder what was going through the mind of Ed Krynski, if it was the bill of construction had been too high at Gottlieb or if it was a matter of he just got tired of using drop targets. I wonder if they even play tested this deck.

The Takeaway:
This could be a fun game, but can be a matter of luck as compared to skilled shots. Luck if you land the saucer. Lucky if you get a bounce into the top kickout lanes. This game needs fresh rubbers and wax, but you may ask yourself... why bother?
8.612/10
11 years ago
Many people who rate CC games don't have to say much good about them with few exceptions. I'm telling you now... this is one of those great exceptions.

The Good:
Pointy People are cool. Pointy Pirate People are better. Pointy Pirate people hauling away their booty in the longboat (in and out of the chest) are the best! Captain Pegleg brandishes his scimitar whilst he barks his orders to his crew. Christian Marche is the MAN! Great shots all over the PF. This game flies when waxed with fresh rubbers on it. The center loop is all about risk/reward. Collecting the bonus on the saucers on the side is tough, but relatively safe and worth it for 500 pts. The orbits and the pops keep the action fast and moving all up and down the PF. Get that extra ball from the top center lane if you can... This deck has that "Gotta play one more game" magic about it.

The Bad:
Find one if you can. Suffers from the CC curse that makes people say: Of course it's a dog to play... it's a Chicago Coin game. Parts to be found, where???

The Takeaway:
I know it's not a Williams, or a Gottleib and the play feels a bit like a Bally game designed by Ted Zale. This game kind of has a bit of the good stuff like all of the other manufacturers great games in play characteristics... Heck, I don't care who made it. I want to play it because it plays like a champ! I would love to have one in my collection some day. If there is one CC EM pinball game I'd consider putting in my stable... this would be it.
6.566/10
11 years ago
Hollywood Heat is a game that sneaks up on you with some solid gameplay. An incredibly creative design from John Trudeau and his team at Premier. This is a cool game with many great shots on a lopsided pf that holds another pf in the upper left hand side of the deck... on the same level..

The Pros:
Great shots from every angle. The mini-pf and captive ball with the bumper is a tough shot as is the special lane. Artwork is solid and I even like (this is a first for me) the photo BG. What can I say, I'm a guy and it's hard not to like ferraris and bikinis. Both ramps are satisfying shots. I really like the hot shot ramp on the left that banks off the side of the cabinet, the pf glass and up to the saucer. Way sweet! The captive ball shot into the bumpers is a super hard shot to nail and the special lane risk/reward factor makes you ask yourself... can I make this shot? The Art Deco PF graphics are perfect for this theme and the cabinet even has flamingos on it. Bonus is built from the pop hits accumulated over the course of the ball... very interesting.

The Cons:
Little blue numbers and letters for the scores. I have good sight, but these displays make me squint. I could have done without the Don Johnson look alike. This game has to be finely tuned to keep the challenge going at all times. The left side of the lower PF/outlanes can be deadly, the right side is incredibly generous with no outlane. The captive ball has only 1 target in it (#4). If the red ramp is broken... good luck finding a replacement.

The Takeaway:
A really good game from a company and designer that traditionally put out lackluster titles. I recently read a great article by Jon Norris. He talked about Premier's production cycles for pinball games (start to finish) lasting 2-6 months with the average development cycle being around 3 months. Williams teams usually worked with larger teams and usually had a year to turn out a design. This fact alone has given me a much greater appreciation for the games that this company and the people that worked for it at this time in pinball's history. Steve Ritchie has referred to John Trudeau as one of his favorite designers and this game may be one of the reasons why. If the flippers are strong, give this game a play or three. I recently picked one up for $200.- after going through it I found it to be more work than anticipated. We will see what happens with this deck. Once I get it up and running, I'm curious how long it will stick around..

Update:
The more I play this game, the less and less interested I'm becoming with it. Not a good sign. I like it, but I don't love it and frankly, I'm becoming bored with the limited ruleset that this table offers. The good news is, you are always three shots away from multiball. The bad news is, you are always three shots away from multiball. We shall see what happens.

Scores adjusted accordingly.
3.530/10
11 years ago
How can a game that plays this bad be in the top 10 for modern pinball production numbers?

The Pros:
Um... It's Star Trek TAS and a touch of the first movie. Spock is throwing the Vulcan Shaka on the right sling.

The Cons:
The gameplay is awful. I mean... It's horrific. Bore and Snore. When you get down to it, there is really nothing to shoot for. This deck is proof positive that Gary Gayton was a sub-standard designer. I love KO'C's artwork and he even made Uhura walleyed. What?!?!? She's the sexiest woman to hit the TV screen in the 60's and she looks like a pug on this BG.

The Takeaway:
A crummy pinball design that redeemed only by the license. Most often found in a trekkie's collection or in the pinhead's/operator's corner being rightfully cannibalized for parts.
7.242/10
11 years ago
Pinball Lizard is another Game Plan game that snuck up on me and made me a happy pinhead.

The Pros:
Cool shots all over the PF. The right spinner is the only easier shot on the whole deck. Good action in the pops means that the upper pf moves quickly. The lower drops are nicely laid out and the top of the PF saucer is never a gimme. The 50k shot is tough! Secondary lower PF sling on the right keeps the ball arcing across the PF and you on your toes. Drop the targets and rip the spinner. Most satisfying. Froggy pops are way rad. Sounds on this game are unique.

The Cons:
Bonus on this PF can get out of hand and as far as I can tell, bonus x carries from ball to ball making this game a bit too easy if you rock ball 1. Pink, Orange and Green on the PF makes me want to look elsewhere. The 50k left hand shot comes from the right sling more often that an aimed shot from the right flipper. Girlfriend has a tail.

The Takeaway:
A cool game with a well laid out PF and good gameplay. Steepen this game up, wax it and open the outlanes for a 3 ball player.
9.028/10
11 years ago
Tales from the Crypt is a great game. Yeah, I just said that about a DE table. Best thing John Borg did until Tron. In fact, I wished he copied it for the IJ4 table.

The Good:
The comic horror theme is executed with great precision. Chainsaws, brains and really bad puns all come together. The launch button is the coolest. Modes are realtively well done and the alternating spinner to light modes means that you need to control your ball to make the necessary shots at all time. Locking in your mode with the start button is a serious strategy on this table. The Crypt Keeper's laugh is really annoying, as it should be. Great selection of shots. The table awards you 3 mil (once again in line with the theme) for Death Saves. Best Chainsaw/Jackpot animation... EVER!

The Bad:
The BG... it should have been done in the style of the PF (this is the only time you may hear me say this). Which reminds me of the EC comics the TV show was based on. The style of the BG is a muddy airbrush rendition of the TV episodes. I does not have the single flourescent tube lighting it, and it still looks like it's been smeared on the translite. I recently played a copy of this game that had a replacement translite on it and it looked better. The Crypt wall mechanically can be trouble. Some modes are just not worth shooting for. The potato-person on the right hand side of the BG is supposed to be Whoopi Goldberg, really.

The Takeaway:
None of this Politically Correct blather that comes out of some marketing plan for this design. You'll never have so much fun laughing at things you know you should not be laughing at while playing pinball. The best DE game ever made, period. If DE made games like this with most of their titles, we would not have this mostly (deserved) negative bias towards pinball created by this company. All in all, a damn fine game.

Update:
This game is great when tuned and set to go for multiball. I hear people complaining about the mode start hole on this game all the time. Here's a tip... shoot the mode start from the upper right flipper (shoot the extra ball shot for the feed), it drops and sticks every time! Getting the superjack is no easy task and when you get it, you really feel like you have accomplished something. The subtleties of this game really start to show themselves after a while and the right orbit is KING when you have a frenzy mode running. Ripping the spinner for a wizard mode is where it's at! I absolutely love the animations, The Jackpot animation in particular may be my all time favorite just after the extra ball animation in AFM! Also, the shaker in this game at the start of multiball lets you know it's time to ACTIVATE!!! If you love the old horror EC comics... you need to play this game. If not, it's still a true player!

Update #2:
The more I learn about the game the more it is about spinners. All 3 of them for a matter of fact. If you can hit the right ramp and start a frenzy mode and then drop into multiball, or just plain rip the spinners, you will often collect more from the frenzy modes (esp at 750k a hit and up) than you will from almost any mode. Same thing with The Crypt Jam. 1 mill any switch... rip the spinners! Need to light a mode? Rip the spinners, esp the right spinner as you can hit both orbit switches without the light mode insert changing from the right (around to the left) orbit. There are only 2 shots from the upper flipper, but both are critical and in the case of the mode start, make the difference between your ability to open this table up, or not. Multiball is still king on this game, but a few modes crypt kicker in particular (lock it with the launch button!), make a huge difference in your ability to stay on the table, or not.

Update v3:
This game is as good (I'd say better) than many B/W games of the same vintage. Gits the new S/W and tear it up!
8.432/10
11 years ago
Fireball II is a pretty cool game. Considering it's older brother, it's not bad at all.

The Pros:
Lots of drops and a doodlebug PF animation. All 3 sets of drops and the upper stand ups are all shots that require good aim from their respective flippers. The upper saucer is a cool shot that most people don't know is even there until they land it for the first time. Good pop action from the upper PF and 3 targets from the upper flipper require control and skill in an area that does not allow you much. Stealing locked balls from the competition is always fun. Play it with a friend and see how many multiballs you can steal from your opponents. "Little Demon" is something not to be relied on, requires skill with the second right flipper button. The only other game this was seen on to my memory was the incredible Medusa. Oh yeah... it's a Christensen art package on the table, so you know the colors are brilliant and the game looks HOT!

The Cons:
The inlane/ outlane configuration can be too easy to play. The rules suffer from "Eternal Multiball Syndrome". Between this and the shield of the gods, ball times can be long. The pop-bumper garden has weird geometry/ bounces coming out of it. Multiball can be more luck than skill from the upper flipper. This may or may not be a bad thing in your book. I am on the edge on this call.

The Takeaway:
This game has to be physically altered (bastardized) to be a player. Take the one way gates off the inlanes or even remove rubbers off the outlane posts (that may be too harsh...) Set your rules to harder settings and get ready for a great playing skills game. Set up like this, I'd give it a 6 on play when set up nice and devil nasty. No matter what happens though, this deck will always be in the shadow of the orignal Ted Zale masterpiece. Gary Gayton only made a few cool games, other than Strikes and Spares, this is his strongest design. To go along with the awesome theme of this game, it's best played to heavy metal music. Just remember before you commit a sin by letting the ball pass between the flippers...

Satan's snot is made of hot lava.

Update:
After sessioning out some more time on this table I am a bit let down by the rules. Extra ball is kind of random and there is no benefit to multiball other than there are more balls on the table at once. Operator settings make a difference with the build and collect opportunities on this rule set.

yay.

Fireball 2 also suffers from this malady, but this game has more to shoot for other than a lit spinner. While the devil bumper is fun, this game also has the habit of being either a very short playing, or an incredibly long playing copy of this particular title. Take your time to balance out gameplay, ball time and difficulty with the playfield and software settings. Take the 1 way gates out of the inlanes if you must... Nothing worse than having a game that makes you feel like it isn't any fun. So between meh scoring and difficult to balance gameplay... this game is still a hoot to shoot. Just don't bother paying attention to your score.

Update v.2:
Either you get lucky with the copy you have or you TAKE THE TIME to tune the game's rules and physical playfield setup to get the game to play as you want it to. When you do, this game SINGS! Take it for what it is. A Bally pinball game made in 1981 and have fun with the immediate-ness of the pinball reality you are engaging in. Is it a modern competitively sussed out ruleset? No. Steal your opponent's locked balls when you have the opportunity. But for a strictly skills based pinball feature experience, this game is a blast to play. I like games that are diamonds in the rough, and this game can be rough. But if you TAKE THE TIME to tune and guide the performance of this game in the right direction... it's a whole lotta pinball fun!

Satan's snot is still made of lava.
9.380/10
11 years ago
The Addams Family is one of the best designs of the 90's DMD generation (or any generation for that matter). Period. Testament to this design is that it is still on location 20+ years later, making money and the operators won't sell them.

The Pros:
Instead of spinning discs... we have the (magnetic) power! Love it or hate it... it's there. Great shots from all sides. A skillshot requiring skill. Starting multiball and touring the mansion are always a thrill! You think you are playing a great game and then BAM!.. you get worked. You struggle and flounder on your next game and you can't help it. You're hooked.

The Cons:
The train target is worthless. Would have been a great shot if it was a loop! I don't care for the random Cousin it award/score. I know this is part of the "Gold" package, but I think the original software is better. But these are minor design flaws ("Gold" features). The game's greatness is heads and shoulders above most others. I prefer the standard rules over the "Gold" roms that add random Cousin IT awards from the chair and the swamp. EARN THOSE POINTS!

The Takeaway:
A great game for all (SHOW) time. Pat Lawlor and his amazingly talented team knocked it out of the park on this one. I could talk about it more and more, but chances are, there are other pin-heads out there who can elaborate on this great deck even more eloquently than I possibly could. Play it. Get it in your gameroom if you can. Fortunately, they made over 20k of them.

Update:
I finally got one in the stable. I kept the standard roms in it. This game embodies the "one more game" quality better than any other table that I can think of. You find yourself dancing to the game's theme song and snapping your fingers away as the game ends.

OK... one more game!

THIS is the reason why it embodies the DMD era of pinball games. This deck is hard to stop playing. This is what operators want. Make a few modifications and tighten the tilt on this deck... it's a PAPA qualifier. Ease up on the adjustments and this can be a great game for the kids and anyone else who wants to have a nice and relaxing game. The charm of this deck is immediate and long lasting. Play on!

Snap-Snap!
9.157/10
11 years ago
Little Joe is a solid game from Jim Patla and the Bally Team.

The Pros:
This game has quite a bit to do on it and has a unique stacking systemm for scoring points in the game. Ideally you want to hit the 2 or 3 dice from the top (skill shot) and not the 6 or 1 which will remove scoring opportunities in the game. With the yellow mushroom bumpers the action and the switching of features on and off happens in the blink of an eye. Your shot strategy is constatnly changing. You can also plan to hit the targets, but that is trick as the pf is short with so much of the length of the game taken up with the top. Definitely a control game. Pointy people by Mr. Marche round out the package. Forgive me for the pun... I had to do it.

The Cons:
Finding one? The game seems to be a bit slow from the pops (AC power?). The man who I wanted to buy it from wanted too much for it.

The Takeaway:
A great thinking man's table from 1972. Are you looking for the most features on the table, drop a 2 or a 3 from the top lanes. You need just over 5 k to win the game? Shoot for the 5 or 6. All the women on this art package are stuck up prudes but considering the theme, it's perfect and funny as hell. Jim's next game was space time/time zone and that game has crazy skill/randomness with the tunnel in it as well. A hard to find game that is well worth the search. Jim Patla was obviously under the influence of the great Zale with this deck.

Update:
With the dice value changing as it does from playfield switches, a strategic decision is being made when you plunge to either spread your awards out with more frequency, or more value... (you want the 2 or the 3!) but it is still kind of rando. The yellow mushroom targets in the middle of the pf advances your yellow dice value. The gate back to the shooter lane can be hit with consistency by resting the ball on the up post and then flipping the left flipper. Better tell the groom to leave that prude at the altar, if she's acting like this now...

Too much fun!
9.590/10
11 years ago
Star-Jet is a brilliant game from Ted Zale that shows us that fireball multiball was brewing in his fertile mind 10 years earlier. George Molentin was doing his Jetsons thing and wow... Just WOW!

The Pros:
Where do I start? The game looks brilliant. Space-babes with bubble helmets riding astro-sleds get me HOT! Multiball in 1963 as an integrated part of the game. Brilliance. This is not Balls a poppin... which is a cool game in it's own right. This is something you shoot for and try to score with. 2 OR 3 ball multiball depending on how you set up the shots. Fantastic and demanding gameplay. hot action at the top in the pops. This game will kick your butt and have you chomping at the bit for more. Wax it up, freshen those rubbers and let this Star-Jet FLY!

The Cons:
Um... no PF multiplier in multiball. Oh, Sorry. I forgot this is 1963. There are only 2 bells. Once again... an EM game. My expectations are WAY too high sometimes. I really can't think of any negatives with this game.

The Takeaway:
I will have one in my collection someday. It has become an obsession for me. This game is just... that... good.

Update:
EM Grail game ACQUIRED! The more I play this game, the more I like it. Drains out the side are valuable (but not quite Kismet valuable) and multiball is the KEY to good scores on this game. Not that it will last long, but all 3 pops lit with 2 or more balls flying around the bumper garden will add hundreds to your score right quick. 50 pts for releasing 1 ball. 100 points for releasing 2 balls for 3 ball multi-ball ACTION! Considering that this game was the first game to require you to lock a ball and shoot specific targets to activate the multiball... it is WAY ahead of it's time. Between this game and Beat the Clock... Star-Jet is simpler, but also very well balanced in terms of ball time and scoring opportunities. My copy has a beater cabinet and a flaking backglass... BUT I DON'T CARE!

The PF is in good condition and this game plays like a CHAMP! I love it! love it! LOVE IT!!!

Update V2:
Getting balls locked is tough once the ball enters the pop-garden. Skill shots are your lock saucers! I may have to high-tap/ diode the pops to get a better chance to have the ball sink into the lock saucers. Getting the 5 star targets is not easy. Get them all lit to light your specials.

Update V3:
Multiball is super awesome and super short. You may get a few points from the cycling lights in the pop garden, but your big points are from the releasing of multiball as much as possible. There are good points out the side lanes (50), but they are not so strong that it becomes unbalancing to gameplay. That's right... I'm looking at you KISMET! Keep the ball on the table, survive and don't tilt. It's not ball in play, it's your game!
6.533/10
11 years ago
Hardbody is the younger sibling of BMX. Every ball starts with a session of heavy breathing, too funny... but don't be tricked into not taking this game seriously. This game is a player.

The Pros:
An improved design on the earlier BMX game... The raising ramps add another aspect to the gameplay. Inline drops are always welcome. No Pops means that this game is all about making or not making your shots. Scoring is more balanced than on BMX. Shots require complete accuracy. Even a bad shot to the red drops on the PF will shoot back down between both sets of flippers as it bounces down the PF's. Hitting the center roll lane raises the ramps and makes the big orbit available for BIG POINTS! The Double PF scoring standup strategically placed right next to the single PF scoring standup requires ninja like skills to set up and and execute. The minimal surface of the flipper lanes before the reflex lanes require mastering ball control and flipper skills. The upper loop surrounding the drop targets with drops behind them... is way rad! A much more playable game than BMX. Removal of the drops from the lower PF make the small lower PF on this game even faster than it's predecessor.

The Cons:
The same reflex save inlane/outlane system is not reliable and was not reliable on D&D for that matter. Not a fan of the theme, at least the woman on the BG still looks like a woman. Since when did Bally go the way of Data East photo comps for graphics? The audio is strange and not that engaging. Greg Freres' worst art package, ever. 1987 was a tough year for Bally. For some reason, the flippers on bally games of this vintage feel strange and the standard issue cheaper cabs make me sad...

The Takeaway:
Keep your eye on the ball with this table, the graphics will make sure that you won't be staring at the art package. A great playing game if you can find one that is properly maintined. Ward Pemberton's best game other than the absolutely brilliant Fathom. I think I may have to get one. Yeah the artwork and sound are awful. But play the game and then make your decision about it. This table is the pinball equivalent of green eggs and ham. Try it, you just might like it.

Update:
This game requires you to drop each bank 3 times to build bonus. This also lights the center loop to raise the ramps. If you can get the double scoring lit and it the lower loop consecutively, (50k, 100k, 200k...) this game can REALLY score high. When the flippers are nice and snappy, you can shoot the ramps and make the upper loop behind the drops, sweet! Getting that extra ball behind the inline drops is never easy. Building your bonus requires lots of shots to the red, green, blue and yellow targets. I really enjoy playing this game with the reflex outlanes and the flipper arrangement means that drop catches are an absolute must. If that ball rolls up the lane, you'd better be ready to use the reflex save. All 4 flipper buttons must be ready to activate at any time! The game is not that complex, but there is quite a bit to shoot for and the game is FUN when properly maintained (imagine that!).
7.596/10
11 years ago
BMX is a game that a great look to it, but was more of a lead into other later designs by Ward Pemberton.

The Pros:
A great layout and a lower pf that demands full attention at all times. The lack of gates to the inlane/outlane requires mastery of your flippers and 4 instead of two buttons on the side of the cabinet. The art package reminds me of Skateball. Thank you Mr. Freres.

The Cons:
The reflex inlane/outlane is not always reliable with getting the ball to go back to the flippers. Ball times are brutally short even with a generous setup. Lower PF feels kind of useless. You better have strong flippers or you'll never get back to the upper pf.

The Takeaway:
A good game that punishes bad play... to the point of demoralization. If you can work it, you have definitely earned it. Between this and Hardbody, I'd give the edge to Hardbody.

Update:
I got the chance to play a really nice copy of this game (#2) that worked as it should and to my surprise, the game was much easier than I remembered. Although I didn't care for the droning bg sound, it can be turned off. Dropping the bricks at the top with the timer quickly passing gives you the opportunity to shoot for the extra ball. It's not an easy shot. Another nice surprise was the magnet under the sprocket that randomizes the path of the ball on the upper PF when the ball exits the 2x lane. However the best was yet to come when I figured out that the saucer at the top of the PF is a bonus collect! Build and collect... it never ends. This may be software adjustable (would an owner please let me know if this is right or not) but the copy I played did not set the bonus back to 0 once it was collected. Could be unbalancing and make the upper saucer the only shot worth making. Could not tell if the 2x/3x PF score affected this. The owner of the game also told me an interesting bit of trivia. The game was originally supposed to be E.T. (kids on bikes) but the license fell through. So, big upgrades to the scores on this table and while I don't think I'd want it in the collection, I'm putting it on par with Hardbody for fun and enjoyability. Find one if you can and play on!
7.819/10
11 years ago
Space Ship is a great looking game that requires a different type of play than from most modern tables.

The Pros:
Look at it... I mean... just look at it. The only other game that has this look and feel that may be better than this would be Star-Jet. What can I say... babes with fishbowl helmets make me hot! This game has shots all over when you get the the chance to use your flippers. Nudging skills are a must!

The Cons:
Eeeeety Beeeeety Fleeeeppers are miles apart! Sometimes the art package is SOOOO good that you forget to play the game.

The Takeaway:
A great looking game that plays very well once you know how what the feel of the game is like.
9.108/10
11 years ago
Farfalla may be the best game Zaccaria ever designed. It is one of the best pin tables out there... if you can find it.

The Pros:
Where do I start.... The game is laid out beautifully. Shots that require skill are all over this table. If you include the outlane flippers, there are 6 on this table. 4 pop bumpers and a simple upper pf that requires your attention and skills just to get up it. Bonus x is king on this table. The art package on this game is out of this world! Italia culture in the artwork means that different priorities and sensibilities are applied to this package. Just because it doesn't say "Muricah" doesn't mean it's not made out of awesome. Perky pin-nipples (in 3D) are always a good thing. Lorenzo Rimondini is the Italian Dave Christensen to me.

The Cons:
Finding a copy of this game, much less your spare parts... and keeping your outlanes lit at all times.

The Takeaway:
The simplicity of this game underlies the fact that the game is mode less and not so complex that you get lost not knowing what to do whilst (yes, I said whilst) playing it. This deck is incredibly accessible and considering all that you are doing is scoring points, makes this a very different feeling skills game. I gotta hand it to those wacky eye-talians... This is a damn fine looking and playing pin- deck. Gitcher' game on because this butterfly is a true player.
8.434/10
11 years ago
OK, I admit it, I'm one of "those" kids who played D&D as much as he could between the ages of 11-14. So when I saw this game in college, I had to play it and live some pre/early teen happy place space with pinball. Doesn't get much better than that, right?

The Pros:
A great layout and creative use of space on the PF. Inline drops in the ramps are a real challenge. The million shot is a tough one. Reflex lanes keep you on your toes. The flames on the bonus count down are sweet! The Blue Warrior, Red Valkyrie and the Yellow Wizard make me think of Gauntlet. The topper with the flashers is way sweet. D&D is a game that has a visual style that works wonderfully. It's not often that a BG is made from an image that is not specific to the pinball game. Elmore's work is great though. I wonder if this was a contractual or a cost cutting decision?

The Cons:
You'd better have strong flippers or you'll never make the ramps, ever. Reflex saves are cool, but easy settings can make this a gimme.

The Takeaway:
If this game is tip-top mechanically, this is a challenging table. If this game is not snappy, fresh and active, you will get bored within a game or two. If this is not the Ward Pemberton game you thought it was... Go play Fathom instead.

Update:
This game must, emphasis on MUST be set up properly, have crispy mechs and be in tip-top shape to perform as it should. When this happens, this game sings. When it doesn't, you cannot make important shots to get this game playing as intended by the design team.

If you do not have everything in order, this game sucks.

If you do have your shit correct, this game is a blast to play with an original playfield and in/outlands that demand your attention at all times. Teleporting ball shots and a challenging mystical millions sequence make up for the wacky-cabinet design and will keep you in your toes as much as any system 7-11 Williams design ever will.

Skill.

This is a skill game. Find one. Make it nice and reap the rewards of your pinball adventures!
8.022/10
11 years ago
Dr. Dude is another Nordman/Freres game that has a great pf design and plays quite well. I have found that this table needs attention to the mixmaster, but if done so... plays as it should and happens to be lots of fun.

The Pros:
A light hearted theme with a comic book like format. The theme is not to be taken seriously and that is a huge part of the escapist joy of Pinball. The rules and toys on this game are simple, not always easy, but easily understood and acheivable by most players. The reflex shots are nicely implemented and multiball requires you to time your shots into the mixmaster so that the balls do not bump into each other and go down to the lower pf. The skill shot is cool.

The Cons:
The Mixmaster absolutely MUST be properly maintained and fed fresh rubber bumpers for the game to work with the Jackpot as it should. More Stick-um(?) rubber on the disc would help sling the ball around and make this toy throw the ball around and hit more targets. This toy/ feature alone knocks this game out of serious tourneys. Setting the switches to sneeze sensitivity helps the cause as well. This adds greatly to the "Bounce" of the mechanism and the nudging play of the game. Even then the mixmaster adds quite a bit of random scoring to something that should be rewarded for skillfulness. Think POtC. If the Tortuga spinner is not working as it should... collecting your multiball becomes a matter of chance instead of skill. Random JP scores do not help out the team for a serious competition deck...

The Takeaway:
A good game, better than most give it credit for. Even though I don't think it's tourney worthy, it does one thing better than most other pinball games out there. IT IS FUN! That's the point, right? The theme is what carries this game (as a new IP should) and if you are looking for an good time pinball game, take a close look here. We hear and see the dude in other Nordman games as well, and it's always a pleasure to see him make a guest appearance. This game in many ways, is a vision of things to come from this team...

You're a dork!
You're a dweeb!

Good luck SUPER DUDE!
6.175/10
11 years ago
This is possibly the best EM PF design that ever came out of Gottlieb, ever. This game is the multiplayer version of El Dorado is a great layout with a lesser (due to more than 1 player) EM ruleset.

Pros:
The shots! the way the game opens up from the flippers to the top of the pf with 10 drop targets to shoot for. A shooters game if there ever was one. Those upper left and upper right targets at the ends of the 10 target bank are player's shots from the flippers. This is what Gottlieb was known for in it's heyday! This game has to be played with friends, it's the best way to get the most out of this table. A lit lane on the upper right skill shot that takes real skill. Nudging properly is required as well. You have to do it to keep the ball on the table... as the outlanes and the space between the flippers eat up pinballs like there is no tomorrow. If you can roll this game... your pin-fu is very strong! I love this 50's fantasy art package.

Cons:
I own used to own a target alpha... now I really want to play this table as well. I would not settle for a multiplayer version of this deck in my collection, but I would like to play one some more. Lyons Classic Pinball has an El Dorado on location. After playing this single player game... it is funny how a single player can just be so much better than a multiplayer game. I have never known a game to go from Wow! to yawn so quickly. It's a good thing that it's not easy to get all the targets down. Once all the drops are knocked down, this game falls flat on it's face. There is NOTHING to do other than try to get the ball to run down the table's lanes on the sides of the PF. Now most players would never be able to get all the targets down in a single ball, so from an operator's perspective in the 70's great. But from a collector/player's POV, not so hot.

Takeaway:
A truly classic game... They made over 18,000 copies of this PF design with different graphics/ rulesets and even made a SS version. This is a really good game until you drop your last target. Then you hear the sound of a tire losing air somewhere in the distance. I am now looking for an El Dorado. maybe even the 1984 update El Dorado, City of Gold, but I have never seen or played it... so we shall see what happens.
6.766/10
11 years ago
This is possibly the best EM PF design that ever came out of Gottlieb, ever. This game is the multiplayer version of El Dorado is a great layout with a lesser (due to more than 1 player) EM ruleset.

Pros:
The shots! the way the game opens up from the flippers to the top of the pf with 10 drop targets to shoot for. A shooters game if there ever was one. Those upper left and upper right targets at the ends of the 10 target bank are player's shots from the flippers. This is what Gottlieb was known for in it's heyday! This game has to be played with friends, it's the best way to get the most out of this table. A lit lane on the upper right skill shot that takes real skill. Nudging properly is required as well. You have to do it to keep the ball on the table... as the outlanes and the space between the flippers eat up pinballs like there is no tomorrow. If you can roll this game... your pin-fu is very strong! The artwork looks fantastic. Strangely, I have always wondered what made the character in the lower right hand of the BG look so sad.

Cons:
I own used to own a target alpha... now I really want to play this table as well. I would not settle for a multiplayer version of this deck in my collection, but I would like to play one some more. Lyons Classic Pinball has an El Dorado on location. After playing this single player game... it is funny how a single player can just be so much better than a multiplayer game. I have never known a game to go from Wow! to yawn so quickly. It's a good thing that it's not easy to get all the targets down. Once all the drops are knocked down, this game falls flat on it's face. There is NOTHING to do other than try to get the ball to run down the table's lanes on the sides of the PF. Now most players would never be able to get all the targets down in a single ball, so from an operator's perspective in the 70's great. But from a collector/player's POV, not so hot.

Takeaway:
A truly classic game... They made over 18,000 copies of this PF design with different graphics/ rulesets and even made a SS version. This is a really good game until you drop your last target. Then you hear the sound of a tire losing air somewhere in the distance. I am now looking for an El Dorado. maybe even the 1984 update El Dorado, City of Gold, but I have never seen or played it... so we shall see what happens.
6.334/10
11 years ago
This is possibly the best EM PF design that ever came out of Gottlieb, ever. This game is the multiplayer version of El Dorado is a great layout with a lesser (due to more than 1 player) EM ruleset.

Pros:
The shots! the way the game opens up from the flippers to the top of the pf with 10 drop targets to shoot for. A shooters game if there ever was one. Those upper left and upper right targets at the ends of the 10 target bank are player's shots from the flippers. This is what Gottlieb was known for in it's heyday! This game has to be played with friends, it's the best way to get the most out of this table. A lit lane on the upper right skill shot that takes real skill. Nudging properly is required as well. You have to do it to keep the ball on the table... as the outlanes and the space between the flippers eat up pinballs like there is no tomorrow. If you can roll this game... your pin-fu is very strong!

Cons:
I own used to own a target alpha... now I really want to play this table as well. I would not settle for a multiplayer version of this deck in my collection, but I would like to play one some more. This game was an advertisment for a soft drink. The theme does not do anything for me. Lyons Classic Pinball has an El Dorado on location. After playing this single player game... it is funny how a single player can just be so much better than a multiplayer game. I have never known a game to go from Wow! to yawn so quickly. It's a good thing that it's not easy to get all the targets down. Once all the drops are knocked down, this game falls flat on it's face. There is NOTHING to do other than try to get the ball to run down the table's lanes on the sides of the PF. Now most players would never be able to get all the targets down in a single ball, so from an operator's perspective in the 70's great. But from a collector/player's POV, not so hot.

Takeaway:
A true classic game... They made over 18,000 copies of this PF design with different graphics/ rulesets and even made a SS version. This is a really good game until you drop your last target. Then you hear the sound of a tire losing air somewhere in the distance. I am now looking for an El Dorado. maybe even the 1984 update El Dorado, City of Gold, but I have never seen or played it... so we shall see what happens.
7.740/10
11 years ago
This is a Gary Gayton Bally design that has a great art package by Paul Faris. I thought it was a Dave Christensen package at first (flattery is the most sincere form of parise) but, it was missing the belt buckles...

Pros:
A open layout with great spinner shots at the orbits. You may think that this table looks easy with the layout... but the space between the flippers and the "dead" outlanes make mistakes costly.

Cons:
The standup in the middle never warrants a shot, ever. Even if you get the extra ball with the S-U-P-E-R, you have a very good chance of losing the ball.

Takeaway:
This game oozes "1970's" in every way. On this deck, the rules/pf must be adjusted so that the game is neither too easy or too hard. This game is "Classic" in the design, artwork and play. The 5 ball rules of the game require the drops to be knocked down once to light the alternating light on the spinner. This makes the game more challenging than the 3 ball ruleset which lights the spinner at the start of the game. I'd prefer to have the more difficult settings on the 3 ball ruleset. Calling Mystery Programmer!
4.311/10
11 years ago
bk2k was a great concept. The execution leaves much to be desired.

Pros:
Art is a brilliant Doug Watson creation. The sound is powerful. Collecting Ransom and jackpot in multiball is a blast. The light show is brilliant but not distracting.

Cons:
Lopsided magnasave is a waste. The song and aaaaaaah, aaaaaah... gets annoying after a few games. Stay on the upper PF or die real quick. Both the ramp and the VUK can be shot/backhanded from the right flipper. Left flipper? What left flipper? might as well remove it from the game...

Takeaway:
Play this game with a drink in your left hand and your right hand on the flipper button. Or 1 handed games. That's about it for this deck. The first bk was better. Much much much... much better. Was this game tested by someone who can play pinball? Thank goodness Lyman Sheats programs for Steve at Stern now. The King of pinball's worst game since he worked for Atari... Seriously.
7.813/10
11 years ago
Lightning is a game I was really looking forward to play. I left feeling let down.

The Pros:
This game looks cool! I have no idea what the theme is... but it looks COOL! A wonderfully nipply BG to the rescue! I really like the PF layout and was disappointed by the way the game played. Both PF's are very playable and the ramps feel great. I really liked the fact that the plunge made you judge your pressure carefully or it would land in the saucer or get shot between the upper flippers. When the ball dropped to the PF you didn't know if it would come out the left or the right side of the horseshoe alley.

The Cons:
The targets on the game I played did not seem to register. This meant that multiball was out of reach (I think, I never got it for all the games I played). Good luck finding one if you can!

The Takeaway:
I really wanted to see what this game is all about. I came away just barely liking it and wishing I had a better kept copy to play with. When I get to play another copy (if I can find one!) and get the table running hot. I can see how good this game could be. Will it be better than BK? I don't think so. But I think that if I get on a table that plays as it should I'll find out for sure. Only time and my luck finding another one will tell. When that day comes, I will update the play rating score accordingly.

Update:
This game has to be in great shape with strong flippers to play. Build up and carry that bonus throughout your game. Ball one, better be a good one. Think Paragon and other Bally games of the same vintage. The spinner that is lit once and then it goes off reminds me of 9-ball. Lots of drops, a dangerous u-turn on the lower PF and backglass tiddy. It took me years to find a game that plays as it should and I have to admit, I like it now. Find one if you can, rebuild your fleepers and make sure the white rubber set is fresh. 5x bonus means that the bonus when maxed out sounds like a chainsaw. Love it! This is one of those games that when it plays right, it's frikkin' sweet. When it isn't maintained as it should be, no bueno. I may have to keep an eye out for this one in the future... Scores updated accordingly.
7.706/10
11 years ago
Count Down is one of those games that is SS but feels completely EM. And that works well on this deck.

The Pros:
A simple layout and rule set that makes you shoot sharp or you get worked. 4 flippers that make the entire PF available to you. Hitting the saucer when bonus is lit is a hard thing to do from the upper flippers. Great angles from the lower drop targets. The PF and the BG look great! Another winner from Gordon. The SS version has a more interesting ruleset than the EM deck (Sinbad/Eye of the Tiger, Joker Poker, Pyramid/Cleopatra and the similar vintage)

The Cons:
The game is so straightforward that you end up making the same shots in sequence every ball, every game. I kind of wish there were lanes at the top of the pf sometimes... I would rate the audio higher if it had the chimer conversion on it.

The Takeaway:
A great Krynski/Morrison package that when properly set up will keep you on your toes. Just remember: green-yellow-red-blue and then go for that upper saucer! Your ball will chase goals around the pf from the top to the bottom to the top again.
7.375/10
11 years ago
This review is based primarily on my Count Down review. is the last EM game from Gottleib. The king is dead, long live the king.

The Pros:
A simple layout and rule set that makes you shoot sharp or you get worked. 4 flippers that make the entire PF available to you. Hitting the saucer when bonus is lit is a hard thing to do from the upper flippers. Great angles from the lower drop targets. I like this game with chimes better than 1st generation bloops and bleeps. The PF and the BG look great! Another winner from Gordon, and I like the BG better than the SS verson of this table. The only difference in gameplay is the bonus multiplier which implements the Surfer/ Surf Champ style of certain tasks increase bonus to 2x on balls 1-4. Ball 5 starts with 2x and can be boosted to 3x.

The Cons:
The game is so straightforward that you end up making the same shots in sequence every ball, every game. On this game, the top black targets are your safest bonus multiplying bet. I kind of wish there were lanes at the top of the pf sometimes...

The Takeaway:
A great Krynski/Morrison package that when properly set up will keep you on your toes. Just remember: green-yellow-red-blue and then go for that upper saucer! Your ball will chase goals around the pf from the top to the bottom to the top again.
8.648/10
11 years ago
High Speed was a landmark game for it's time. It's still a great game to play and introduced the "story" to the theme of the game. Nicely done Mr. Ritchie.

The Pros:
The game lives up to it's name. It's fast. Being chased by zombie cops is a frightening prospect. Audio cues and the flashing red light add a real sense of tension to hitting the ramp and starting multiball. Lights, audio and voice calls all come together in this package. The music works brilliantly even as the entertainment ends and the game over song fades away. Play is fast and furious decades before those silly movies came out. First seen in Flash, the upper flipper shot is also seen in games like: HSII, Rollergames, ST:TNG, Elvis, Spidey... it works great and is in many ways signature to his flow Missed shots are punished with outlane drains in the blink of an eye. Getting away to start multiball is righteous!

The Cons:
Once you get the swing of things shooting the orbits, the rest of the game becomes much less important. If the left outlane is unlit, the game is reduced to a "light the kickback" strategy. Balls dribbling SDTM from the pops always makes me happy.

The Takeaway:
When this game came out, it changed the way pinball was perceived and the expectations of story and theater within a pinball deck. Pat Lawlor spoke quite about this and his admiration of Steve Ritchie with this brilliant package and design. A game-changer, so to speak. After all this time it holds up very well. A great game for the ages and a very good game to play.
8.305/10
11 years ago
Dimension is one of the first pin-game with multiple drop target banks.

The Pros: 20 drop targets gives you lots to shoot for. Things get more interesting when you have fewer targets to shoot for. Getting the ball to the top of the PF is always a challenge. Skills!

The Cons: Eeeeety beeeeety fleeeeepers can make you nuts... sometimes. Not Gordon Morrison's best art package, but still serviceable.

The Takeaway: A damn fine game that has stood the test of time. Just one more reason to remind ourselves that Ed Krynski made our lives better through pinball.

Update: Frikkin' adore playing this game. On the wanta-lista!
8.363/10
11 years ago
2001 is one of the first pin-game with multiple drop target banks.

The Pros: 20 drop targets gives you lots to shoot for. Things get more interesting when you have fewer targets to shoot for. Getting the ball to the top of the PF is always a challenge. Skills!

The Cons: Eeeeety beeeeety fleeeeepers can make you nuts... sometimes. Not Gordon Morrison's best art package, but still serviceable.

The Takeaway: A damn fine game that has stood the test of time. Just one more reason to remind ourselves that Ed Krynski made our lives better through pinball.

Update:
Frikkin' love this game. On the want list!
7.241/10
11 years ago
Flash was the best selling game of all time when it came out. According to Steve Ritchie, they could have made more and sold them, but the higherups wanted to move on to other games. Who knows, this deck could have surpassed sales numbers that TAF did.

The Pros:
A great game that truly showcases the Steve Ritchie flow that made him the most successful pinball game designer after the giants of the industry (Neyens, Zale, Krynski and Kordek) and this was the START of his prolific career. This game flows like nothing before it. The first time I ever remember seeing an upper loop shot that you coult hot over and over in the arcade. We will see this shot again in many other classic decks. HS, HSII, ST:TNG, SM. Lots of drops and a BG sound that made your heart beat faster. Why is that saucer shot so hard? You gotta work this game or it's going to work you.

The Cons:
Getting all the lanes up top was really tricky (too much flow maybe?). I never really knew why, but I have never cared for the second orbit on the left. Constatnino Mitchell muddied up this great design with art package. C'mon dude, look at a someone who has ribs... not a birdcage in his chest. I mean not even this art package could keep this game from selling and earning. Your flippers better be crisp, or this game goes flat, real quick.

The Takeaway:
This game's design is the daddy to one of my favorite games of all time: Skateball (even if it is the b@stard child for Bally, Thanks Claude. Steve has some questions for you regarding your Flash Gordon design as well). Just look at the flippers, pops and drops... Baby's got daddy's eyes. A great game with lots to shoot for and lots to keep you pumping quarters into this deck. It may not seem like it now, but this game was ahead of it's time as far as what everyone else was producing at the time. I remember the first time I saw the thunder and lightning on this deck "Flash" is a most appropriate name for this game.
6.386/10
11 years ago
Night Rider is one of those games that looks simple, but is never easy. Set to 3 ball and with the settings made more difficult, this can be a pure pinball challenge.

The Pros:
A skills game that is deceptively tricky with outlane drains. You had better be on top of your ball control game otherwise the slings will get the best of you. Shots to the drop targets start the side to side motion as well and you need to hit those targets to get your bonus up and running. The spinners are fantastic on this deck. Get them lit and get them spinning! Paul Faris is still in his looking like Dave Christnsen phase here, but who cares?!? The PF artwork is simple, bright and very pleasing to the eye. Grek Kmeic's pinball science is shown here in all of it's glory. Check out his interview in the Marco Rossignoli book (I can't remember which one at the moment) regarding his design maxims and his tutelage working under the man, Ted Zale. Simple, but never easy. Love the saucer at the top of the PF. We see this again in HGTR's and Paragon and a bunch of other Kmeic decks. And finally, a Booom-Chickey-Wow-Wow for the waitress. Boy that trucker looks happy to be getting some coffee. I don't know what it is about early SS games with chimes in them, but I love it!

The Cons:
Once you get a hold of this game, it can get out of hand and never seem like it's going to drain... and then it drains. The center standup is a deathshot. Don't aim for it, ever. Why don't I ever see a waitress at the truck stop looking like Ms. HotPants?

The Takeaway:
If you remember Smokey and the Bandit, you WILL love this deck. This table has to be setup right to be a challenge. But when this game is fresh, waxed and bouncy., Oh boy, watch out! Some people will look at this game as a gimme, but when properly cared for, mainteined and nastified, this is a solid game with solid play requiring your attention and skills at all times. Greg Kmiec and his team did a great job with this table. Now go gitcher' self some truck stop love...

Puttin' the hammer DOWN!

Update:
The more I play this game, the more I like playing it. This design is prototypical of modern pinball design today. For a few years after this game, excellent designs like Frontier and Barracorra took cues from this basic yet elegantly laid out design. While the rules may not be complex, the shots are varied and satisfying. Paying more attention to the layout, you have two orbits with spinners in the sweet spots of the flippers. Just like you'd see on modern games today with orbits and ramps. Target's on the outside of the shots and while more modern games we have more to do straight up the middle, this design is laid out in the way that the player will have to deal with the chaos exiting the bumpers and that oh so dangerous evil shot in the middle of the playfield. Look at attack from mars. You'll see Knight Rider is it's grandfather. I'm looking for one of these tables now myself. I don't know if I'd prefer the em or the solid state version, so it looks like I'm going to have to do some homework.

I love homework.

This game is now on my want list.

"East bound and down, loaded up and truckin'
A-we gonna do what they say can't be done..."

Update v.2:
Yeah... The rules. It's the rules. From the rando-arch at the top to the maybe the double bonus will light, or not. How many trips will you need to take to the top to get what you need for a big score. While I love the layout of this game, the rules do not have the balance or the reliability that this difficult layout demands. A real shame. Because I love shooting this game.

Put another one down to enjoy as long as you don't pay attention to your score. Scores adjusted accordingly.
7.770/10
11 years ago
FishTales can be fun. Fishtales can be frustrating. There are many strategies with this Ultimately it's a setup for a single shot. But what a shot it is... Risk/Reward to a high degree.

The Pros:
More goofy Python humor. Challenging shots can be DEATH on this table. The Boat cuts the whole PF in half with the exception of the orbits and the shot to the lock. If you can rock the Super JP to hundreds of millions of points... you are king. Funny backhand shots make things interesting.

The Cons:
Banjos and boats do not make a good combination for pinball, or for Ned Beatty. I can feel myself getting dumber as the main music plays on. Bluegrass makes me say "Durrrrr!". This girl is finicky for solid play and has to be setup and leveled... just right.

The Takeaway:
Hard like Creature, not the same quality of play. I have a hate/respect relationship with it. FT is a control/skills table, but Creech is still the king of this type of game design.

Update:
I have to admit it. This game is a damn fine tourney game. And while I may not be in for banjo pickin' music by choice, this sound package is a great fit for the fishing theme. The balance between risk/reward for most players may be overwhelming and the top players can run away with it on command. But I still find this game challenging and there are many ways to boost your score to a winning competition game that make this game a worthwhile player. You can still find them for a decent price and along with BSD, are two of the best lightning flipper games ever made. Enjoy!
3.612/10
11 years ago
Flight 2000 is a dismal excuse of a pinball game. A complete widebody waste.

The Pros:
Shooting people in glass test tube pods into outer space is cool... ummm, yeah... It has a spinner which leads into drops.

The Cons:
I have had more fun with setting fire to wood than playing this game. My experience with this deck was ANTI-FUN. I am willing to give this another review with another copy of this table, but anything more than a 1 from the experience I had on the gameplay is a crime. Too much work for too little payoff and NO FUN in the meantime. Harry Williams, what is going on? THIS IS NOT A GOOD GAME!

The Takeaway:
Take it away to the landfill. After you have some fun burning it.

Update:
I had the chance to play a really nice copy of this game and while it helped me to appreciate it, this game is still most unimpressive. The 1-5 drop sequence means that you have to play the shots prioritized to you by the PF/SW sequence. The center stadnup in the middle of the drops is a dangerous and skillful shot and if you get the drops swept on the other side of the spinner it's a satisfying feel, but that's about it for me. The whole multiball sequence is a waste of early SS software and single level PF real estate. Is there even a PF multiplier for 2-3 balls on the deck simultaneously? Since that is the whole point of this game, yawn... If someone else would like to show me how this game is awesome, I am a willing student. I just don't see it, and honestly, I'm not expecting it.
3.451/10
11 years ago
Black Pyramid is an indication of what happened to Bally and what the company had to do to survive in 1984 after the big video game crash. Not pretty.

The Pros:
Vivid artwork and designs on the pf and the cab.

The Cons:
Other than the artwork... not much else. I really want the egyptian skeletons to get the goofball in the pith helmet. Boring gmeplay and PF. Inline drop targets should make a design fun... BUT IT DOESN'T. The Kordek swinging standup is a sucker shot par excellence.

The Takeaway:
A great table to get a beginner on. Gets old quick.
8.219/10
11 years ago
Iron Maiden seems to be an example of what happens when the president of the company says: "Gentlemen, we need to make a multi-level game. Everyone else is doing it. Now, if we are going to stay competitive in this... competitive marketplace... Look I don't care what it costs... make it happen...NOW! And also, will someone change my diapers... I just made poopies."

The Pros:
The Sorayama kind of Chrome beauty is amazing. The pf artwork is good too, but the double layered BG is HOT! 13 drop targets snuck into a big 2 level pf are cool. The upper pf works well. The skill shot gives you lots of options and requires... skill!

The Cons:
The lock system is way too convoluted and takes up 1/4 of the total playfield. For all the creative design put into this game, this all feels clunky, esp. on the right side.

The Takeaway:
I'm going to have to play this game some more to get to really know it, but so far, I am not particularly impressed. Industrial concrete vibrator... too funny.

Update:
I got to play a copy of the game that played as it should. I like this game. While not perfect, it has some very interesting features and some of the shots are really quite tricky. First things you really notice when you look at the game is it has the old electromechanical text placement on it. The trick is with this, and a lot of other stern games of this era is that what is being described on the play field does more than just score 500 points. Instructions involved in what you need to do during gameplay. Take your time and read the play field AND the instruction card to get a better idea of how to play the game.

For example: shooting the drop target banks one through five from left to right lights extra ball shooting the bank right to left from 5 to 1 light special. And it’s a tiny text. I have good eyes and I almost need reading glasses to look at these instructions. Granted these things will also become apparent with gameplay, but it just seems very strange that this design decision would pass in a darkly lit our kids somewhere in 1982. The good news is, this game is fun! It feels like a cocktail table with an extra play feel the top. The ramps are good shots and they feel very satisfying to shoot. Really learning how to play the upper play field makes a big difference on this game. Working the drops on the upper play field makes a difference in what is lit on the lower play field. This matters if you’re going to try and start the multi ball sequence. The standups on the lower play fields are also interesting. They’re very tight shots surrounded by rubber posts and slower play field isn’t that big. So playing this game for any of the shots that introduce side to side motion is a dangerous proposition. I also find that if you’re not very very careful with your multiball start, at least 2 balls will be gone before I you even knew it started. Very challenging.

As before, I really like the game’s artwork. Very heavy metal magazine in its look. This game is also about bonus. I don’t know how I’m getting all of the bonus or the multipliers. Also, I’ve got to figure out with the three bank in the left does with bonus time for this design. More gameplay is needed to get to know it better. And wanting to play a pinball game again... it’s always a good sign. Scores updated accordingly.

Update v.2:
This game takes some getting used to. The multiple skill shots and the short but wide lower playfield mean that you have to play well from the plunge to get this game to sing. shooting the 1-5 / 5-1 on one level and then hitting the middle target with the purple/yellow arrow means that your aim and your ability to transfer between levels and then snipe the "3" is a difficult task. It may also be difficult to read due to the type size and wear on the PF. the 3 drops on the left that add time to the end of your game is an interesting countdown concept. The timed target to lit spinner to the upper PF is not forgiving, not worth that many points either. Esp. for the standup on the right. Overall, this game is better than I thought it was. Finding one that works as it should can be tough. Getting to know the game is worthwhile. Happy hunting!
7.129/10
11 years ago
Jokerz is a joke of a pinball game...

The Good:
Card themed pinball games are always a good thing. The spinning poker hand animation is way sweet. Artwork is super tight all around this deck. The 5 lanes at the top of the pf on the entrance ramp provide interesting choices and require nudging skills. Not something you usually see in a System 11 game. The rising/lowering of the center lock shot is very well implemented with the actions and sounds working together.

The Bad:
Double your score in 1 shot... really? ugh... I thought this was Bally/Williams, not Gottleib/Premier. C'mon guys haven't we learned about this yet? I just can't take a game with rules like this seriously. Raise the center ramp with a sucker shot. You'd better have strong flippers, or you will never make it up either ramp. And that goofball laughing is annoying and then some. Giggling like that makes me want to strangle that character, which, I guess.... means that it's working as it should. There are few games, esp. Williams games of that vintage, that I will walk on by. This is one of the few.

The Takeaway:
A brilliant Youssi art package that plays like it was never location tested. Take it away, out of my sight. It's a drop dead gorgeous game and I don't even want to look at it.

Update:
I recently played this game in a friend's house and a few things became apparent to me. First of all, this game is fun. That in Lansing outlands are hard to deal with. The shots are actually well-balanced and if the flippers are strong enough getting to the upper Arch is a really big part of the gameplay. Another thing that made a huge impression on me this time around was how much I enjoyed listening to the game. The samples for the audio quotes as well as the playful and incredibly well thought-out music package came to the forefront.

I'll be the first to admit that every once in awhile, I get a bad case of the seriousnesses. Even with pinball. And wouldn't you know playing this game made me realize, I was taking it too seriously. I had fun, and in many ways, that is really what pinball is all about. Is this a brilliant tournament game, no. And that's all right. Scores updated accordingly.
4.139/10
11 years ago
Silverball Mania is the blonde cheerleader that you fell in love with in high school. You meet her at your high school reunion. She still looks good (if her playfield hasn't been worn to heavily). Now you finally get to get to talking and in about 20 seconds you realize... she's a just another vapid formerly brilliant memory of a girl you dreamed of. Sometimes you gotta stick with the dream.

The Pros:
K.O'C did it again! This game looks absolutely fantastic. The curving flowing chrome people and the dude on the left who looks like he's injecting the game with his happiness. Yes, that is what pinball should really be like.

The Cons:
Not a bad pf... but a completely unbalanced ruleset and scoring makes this game a bore before too long. There are lots of targets to shoot for, but with this programming, why? This game has spinners, this game has targets on the side, this game has pop bumpers... why? Calling mystery programmer: We have a game in need of help!

The Takeaway:
Unless you set this game to super hard rules steepness AND disable the kickback, you may want to find another game to take seriously as a player. Mystery programmer??? Help us!
7.542/10
11 years ago
Seawitch is a solid Stern game that makes you realize that the kit that Bally produced was a very good toolset to create game designs with.

The Pros:
A creative layout with shots in and out of the loop throughout the playfield. Bonus increases by hitting the drop bank that has the x lit in front of it. This game has a good deal of flow and action. The electronic waves in the background sounds are a nice touch. Flow, flow flow... when this game is waxed and fast. The top lane from the plunger is tough skillshot.

The Cons:
All 4 flippers better be working as they should... otherwise a good portion of the pf is unreachable. This is especially true for the upper flippers. I'm not a big fan of the scratchy artwork or the big face in the middle of the PF. And who put a woman riding a rhinofish drawing a bow and arrow on the BG??? Have you ever tried to shoot an arrow underwater??? Bob Tim... me no likey!

The Takeaway:
A great table from the original Stern. Play it and enjoy the ride.

Update:
Is it just me, or is the upper PF really difficult to work? Dead pops means half the PF goes dead, real quick if the upkeep is slack. Ripping the spinner for Riptide 2x scoring is incredibly satisfying (Do the Pete TownshenD!!!) and is cause to celebrate. The lower PF drop target angles will make you consider the ball and its rebound from those shots. Building the table value from all 3 drop target banks before going to work on the spinner and the loop is key for high scores as is collecting bonus from the lit banks. This game MUST be nice fast and crispy to play as it should, but when it is well cared for, this game has game in it, bigtime! Stern (v1) built some really creative and great playing early SS decks. This is one of them.

Update v2:
Getting the chance to play this game some more in a pristine collection, This table is all about hitting the lit drop target bank. The game cycles the targeted bank to keep you shooting all around the PF. The surprising thing was that once this was done, the rest of the PF didn't matter as much. A bonus collect would have been sweet (reset and do it all again...), but finding a really nice copy of this game made the upper flippers worth using. The hardest thing about this design has to be the upper right drop bank. It's not easy to hit and it's a bit of a luck fest with the hope that the pops will take out the last targets for you. So max yer' bonus and THEN start looking to rip the spinner. A fun game with a strangely tight lower PF shot selection. One thing that really comes up dring play is now many shots that the backside of the 3" flippers catch from the lower set of fleepers. Similar to the right ramp on Flash Gordon, but with an extra 1" of flappers on each side. Activate yer flick-flipping skills and tear it up! I dig it!
8.035/10
11 years ago
Jungle Lord is a game that was good for it's time. It's good now as well, and I have come to learn to appreciate it the more I play it.

The Good:
Wide open pf on the bottom is deceptively fast. Ball control is required at all times. Nearly vertical drops on the sides will lead you to the Oursler tm outlanes. Good thing they light the magna-save units. The first use of the way sweet touch magna-save= skills! The saucer on the upper right hand of the game can be scored with a really solid shot off the left ramp. The bell is cool. I like the lane under the upper pf for bonus X. This alley is timed from an inlane switch. Speed, accuracy and timing are a must, so work it! 3 ramps to the upper PF is appreciated/cursed. Double trouble targets once the first sequence is dropped is nicely done. 1-5 targets/rollovers for double scoring for the rest of the ball. The drops are angled steeply which make for good practice with sniper-sweeps of the banks. Shooting the ball through the left ramp to the upper right saucer is always satisfying.

The Bad:
Tarzan looks like he has been huffing Krylon triple thick and he's been beating the cat on the left with a frying pan in the face. Even the cabinet artwork is lackluster. Jane looks like her bikini is made out of red moss. She has a bad case of jungle-pyoobs? Constantino... please... you're killing me with your artwork. The Bagatelle is a novelty. Yes you can nudge it... but it's more luck than skill and I'd rather have more to shoot for from the upper pf. Fortunately Barry learned his lesson from this design and I am lucky enough to have nis next table, a Solar Fire in the lineup as well. The "Nyack-nyack" nagging old lady sound from the bagatelle when a lit L-O-R-D lane is crossed makes me want to tear someone's throat out with my teeth.

The Takeaway:
The more I play this game, the more I like it. I wish there was more to do on the upper PF, but the way the drops work and how many ways the ball can travel between both pf's have changed my opinion of this game enough for me to find and purchase a copy. Still not as hot as Black Knight or the incomparable Solar Fire, but it's not bad at all and it has it's own character of play. Whoever wants a Pharoah, can have it. All things considered... 3 out of 4 ain't bad.

Update:
I can't stop playing this deck. Getting a million+ on it is rare and I've only cracked 2mil once. I found out that the drop targets on the side when knocedk down before the timer quits award a bagatelle light towards multiball. These are the most dangerous shots on the table and require at least two attempts to knock them down. Risk/Reward and do you have the skills? When I figured this out... the stock of this game play rose for me... and now it's got my jonesin' for more. Neck and neck with Black Knight for my desire to play either deck.

Must
Play
One
More
Game....

AAAAGH! It's got me by the pin-throat! Sign of a well designed game.

Update v2:
I have a new nickname for this table. I dub thee "Jungle-Tard"! Still haven't come close to 3 million.

Update v3:
It is one of the fastest and deadliest pins in my stable. Up there in nastiness with Flash Gordon. The lower PF is a dangerous proposition with all the shots being half way up the PF. Miss a shot, there is a good chance you won't get control of the ball again. You REALLY want to be on the upper PF if at all possible and that isn't always easy. I found my copy for $250.- with a worn PF and a flaking BG. This game can be had for cheap. The multiball intro is one of the best of the era. You get a 35 second ball saver, and yer gonna need it!

I still own JL, BK is gone. SF is still a better game in my book, but if I want a quick, challenging game that demands complete attention and twitch skill activation, this is an excellent choice of a Williams early 80's pinball deck. Barry Ourlser was not as highly held in the industry as Steve Ritchie or Pat Lawlor, especially as more complex technology and rules became available to designers, but within the limitations or early SS tech, his skills, talents and ability to suck quarters out of people's pockets between 1978 and 1988 was incredibly powerful.
5.485/10
11 years ago
Transformers is a game that just feels like a work in progress. We shall see how this all comes along.

The Pros:
The art package is solid. I usually don't like the photoshop composition look, but this game is alright with the theme/movie aesthetic. Lots of shots to make. The ramps have a Johnny Mnemonic feel to them. This is great for the flow. Mode, switch frenzy, bumblebee multiplier and multiball stackability can make for sky high scores.

The Cons:
The selection of the autobot/decepticon well presented, but it just feels like voting for a republican or a democrat as you relate to one better than the other, but ultimately, the rules are still very similar and overlap as the game progresses. Just so you know...I used to be a decepticon. I now play autobots first. Has a definite Monster Bash feel to it, why does this not surprise me? Modes are not that different from each other. Megatron/ Optimus Prime multiball is too valuable and unbalancing. Once again... Monster Bash feel to it.

The Takeaway:
A good game that could use a revision or three of code. So far the team has been doing this, but I get the feeling that what should have really happened is that the LE version is what George really wanted to do in the first place. Will see what happens with later iterations of code. Could it be the next LOTR? Probably not, but it still could be a better than it already is.

Update:
After more play, I'm upgrading the play for this table and downgrading it for the LE versions. The toys on the LE version just seem to get in the way of the game and flow.

Update v.2:
Software revisions make this game a better player. However, the flow of the standard version of this table is still much preferable to the silly ramp toys and the drop target of death in front of Megatron. Keep up the good work Stern!
7.300/10
11 years ago
Transformers is a game that just feels like a work in progress. We shall see how this all comes along.

The Pros:
The art package is solid. I usually don't like the photoshop composition look, but this game is alright with the theme/movie aesthetic. Lots of shots to make. The ramps have a Johnny Mnemonic feel to them. This is great for the flow. Mode, switch frenzy, bumblebee multiplier and multiball stackability can make for sky high scores.

The Cons:
The selection of the autobot/decepticon well presented, but it just feels like voting for a republican or a democrat as you relate to one better than the other, but ultimately, the rules are still very similar and overlap as the game progresses. Just so you know...I used to be a decepticon. I now play autobots first. Has a definite Monster Bash feel to it, why does this not surprise me? Modes are not that different from each other. Megatron/ Optimus Prime multiball is too valuable and unbalancing. Once again... Monster Bash feel to it.

The Takeaway:
A good game that could use a revision or three of code. So far the team has been doing this, but I get the feeling that what should have really happened is that the LE version is what George really wanted to do in the first place. Will see what happens with later iterations of code. Could it be the next LOTR? Probably not, but it still could be a better than it already is.

Update:
After more play, I'm upgrading the play for this table and downgrading it for the LE versions. The toys on the LE version just seem to get in the way of the game and flow.

Update v.2:
Software updates make this game MUCH more interesting and offer better stackability options. Me likey! Keep up the good work Stern, it comes a bit late, but... I'll take it. Scores adjusted accordingly.
5.392/10
11 years ago
CSI is a great design by Pat Lawlor that is unfortunately marred by a completely unmemorable license, muddy PF/BG graphics and a lackluster soundtrack. A perfect example of making the most of what you a given on a shrinking budget.

The Pros:
Another creative and different playfield design. How does Pat keep doing it?!? The top lane / Morgue skill shots are way sweet. Two levels of difficulty with the multiballs as the skull/centrifuge are pretty easy to start. Completing the microscope multiball is tough. Make sure to stack the centrifuge and the microscope for your best bet on completing this bear of a task. Flip, flip, flip with the ball in the centrifuge for lots of points during multiball, the centrifuge goes so fast that it makes the game shake! The last time I saw a u- turn like this one was Swords of Fury. That feature keeps you on your toes!

The Cons:
I can feel the budget tightening on this game. No wizard mode, just a 50 mil shot when all multiballs are completed. Can you say the predecessor to Iron Man? Finding one is not an easy thing to do. Maybe poor sales has to do with the title/ theme? Flashers on top of the slings do not help out the team. The centrifuge keeps the ball from being in play at all (very un-Lawlor-like), and drops it SDTM upon release!

The Takeaway:
A solid game that will probably start to gather a following like Ripley's did once people "discover" it. I like this game quite a bit and would pick one up if the price was right. This game could have really used another mystery theme. Sherlock Holmes? Silence of the Lambs? Chinatown? Scooby-Doo (The Centrifuge could have had a Mystery Van sticker on it!)? Most anything would be better than this forgettable TV show. Finally, don't be deceived by this table's overall ratings... It's a player!

Update:
It's a shame that this awesome layout has had such a short time in S/W development. Low sales probably had much to do with that. The game has "modes", but the real points are to be had in multiball. Stacking skull and centrifuge plus a frenzy will yield big points. The hard part about this is that the multiball rules are so complex (to the programmer's credit they did a good job of telling you what to shoot for next) that if you drop out of multiball, getting back in is a real chore. Tedious. The only safe shot for prepping multiball is the Skull. Both the mircrosccpe and the centrifuge have super dangerous exits. When this game was in the PAPA A-bank, it was nastified so heavily that most players stayed away from it even if they knew it well. A difficult player that can be absolutely punishing. I can understand why this was Lawlor's last game with Stern...

Mystery programmer, where are you?!?

Update v.2:
What did I learn? This game is all about the inlanes. Seriously. Spell C-S-I for bonus x. All day long. Your bonus is your biggest scoring opportunity of the game. I have seen some players ignore jp’s In multiball for this strategy. So... just hit the center ramp over and over and over. Even in single ball play. Spell C-S-I for the win!

In summary, the rules need work. Or just play the game to enjoy shots and never bother with looking at the score (riiiiiiiiiiiiight...).
2.470/10
11 years ago
The Sega/Stern Harley Davidson games... could have been any game. The theme seems to be slapped on with this deck.

The Pros:
A Decent PF with drops on the side and an interesting lock that rises out of the PF.

The Cons:
Standard issue rules that are as deep as the thought of being "a true American rebel" just because you bought a motorbike. The artwork on the 1st and 2nd edition is absolutely horrible. The art package on the 3rd edition blows harder than a house mouse lookin' for some truck stop love.

The Takeaway:
The Bally Harley-Davidson game was a much better game with rules that had you travel across the nation and back. Keep this one in the back of the HD dealership for the panheads.
6.659/10
11 years ago
Ok, first things first. I'm not into Harley-Davidson as a theme, bike or culture. Fortunately, I'm rating a pinball game that just happens to have that theme.

The Pros:
The Sprenger/Oursler design team did a great job (once again) of making the most out of less. A simple game that is fun to play and works with the theme of travelling across the country and back. Building spinner value and then looping the ball to travel across the country. Jackpots are earned at each end of the trip. Rinse and repeat... simple and nicely done. Fathom inlanes/outlanes keep you on your toes and working your nudging skills. PF artwork is nicely done. The cab with the map on the sides is cool too.

The Cons:
Bonus points for getting to Milwaukee? What're you gonna do there? Take the factory tour, drink some beer and check out the Dahmer Murder sites? The BG artwork is a bad impression of Drew Struzan's craft.

The Takeaway:
A solid game and a better table than many will give it credit for. Harkens back to early 80's games with no ramps and simpler rules. Wax it up, put on a new set of rubbers and let this rip.
8.960/10
11 years ago
Rocket is a game that was made in 1959 and has more play in it compared to most games made 40 years later. The Williams/Molentin combination is a powerful one!

The Pros:
The art package is hot. The PF is laid out so that every shot from the plunger matters. Every shot from the flippers matters and ball control is an absolute must. Getting at least 3 in a row with the rockets is the key to replays. Putting the ball in either of the saucers in the middle of the PF (from above or below) counts down from 5 to 1 and when blast off is achieved, the entire table lights up!

The Cons:
Any ball going out to the sides is gone. Score a #1 or a #7 rocket if you can, but the ball in question is gone.

The Takeaway:
I never thought I'd want a woodrail in my collection, but this game breaks the mold. This deck looks great, plays great and sucks nickels through the lockdown bar like a damn fine game should. If you can score a complete set of #1-#7 rockets on this table your pin-fu is VERY strong.
7.876/10
11 years ago
Jumpin' Jack's is a game that really surprised me. There is quite a bit of strategy to this table.

The Pros:
The art package is a surreal joke. People in bunny suits looping around with balloon headed elves that need to get in touch with the grammar police. The layout requires travel from the top to the bottom to the top of the PF. Not an easy thing to do. The skill shot to the top lane is tricky! Knocking down 1 drop target forces you to shoot for the other one to increase your score and make sure that you don't lose your ball down the exposed gobble hole on the PF. Getting your gobble hole score up to 300 is no easy task. Good action in the pops at the top of the game, fast action in the lower half.

The Cons:
Gobble holes. I know that they play an integral part of this game, but they are still gobble holes.

The Takeaway:
A very well thought out game by Kordek and Co. Find it if you can and play it. Men twilring around in pink bunny suits crack me up!

Now You'R Flippin!
3.830/10
11 years ago
Smart Set has a few things going for it. Emphasis on the word "few".

The Pros:
A nice layout with good action in the pops. The wide open PF requires accuracy with all shots esp. to the saucers.

The Cons:
The saucer at the top of the game gets your ball to your flippers in no time flat. Hitting the saucers on the side with 10x lit is always seems to be a matter of chance as compared to a matter of skill. The outlanes are SUPER hungry, and even an up-post does not help the cause with this design. Random points spinners are goin' back to Cali... I don't think so.

The Takeaway:
Marche's artwork on this game is servicable, but not of particular note or quality. A good game to bat the ball around the playfield with, not much more than that. A great game for the kids that just want to play pinball and don't really care much about any other part of the experience.
6.719/10
11 years ago
Rack-A-Ball is a game that looks good and kicks your butt in soooooo many ways. This table is a good design and was the predecessor to the games Bowling Queen and Mibs which came out about 6-7 years later.

The Pros:
A skills game that will work your nudging abilities to the max. Good shots and lots of action in the pops. The Bg animation is righteous! Lighting the pops and getting the ball back up the the top of the PF is lots of fun. Set up your pops and get your action on. Getting all the balls to light the speccial is NEVER easy. Work it!

The Cons:
The canyon between the flippers. Collecting a Special from one of the 4 outlanes is a real b1tch sometimes. Not Parker's best art package. The girl on the BG wearing the plaid shirt and skirt looks like a broken porcelain doll.

The Takeaway:
A good game that was made for making money on the street. The eeeeety beeeeety fleeeepers better be strong enough to get the ball back to the top of the pf.
4.788/10
11 years ago
Goldball ushered in the era of from Bally being the best pinball company in the world making hit after pinball hit, to a company that released cheap decks with lackluster designs, just to stay afloat. Sad really.

The Pros:
They made less than 2000 of them and most were parted out to save other more worth Bally titles. It has a spinner.

The Cons:
The Christian/Ramunni combo is pure pinball death, in the bad way. Not pure pinball death in the good way (Ritche/Jarvis or Lawlor/DeMar).

The Takeaway:
Possibly my lowest pinball rating ever. This game is a bore and it looks like a gaping axe wound. I said... gaping.

Update:
Alright. I got to play the game with the Home Rom that spelled out goldball by hitting the swinging target in the middle of the Pf to spell G-O-L-D-B-A-L-L. I also have to say that the artwork appeals to the comic book kid inside of me. So, I got to play a super-cherry copy of this game and I still couldn't get with the goldball program. If a drop bank would have been added under the spinner lane and where the standups are on the upper right hand side of the pf... there might be some game to be played there, but nope. no fun to be found here... nope. Not only that, but this game stole it's gimmick from a Chicago Coin game of the same name from 1947. I betcha that game post ww2 table plays better than this boat anchor, and that game doesn't even have flippers!

https://ipdb.org/machine.cgi?id=1023

So some of you are going to ask me, "Caucasian, err, Mr. 2Step... why do you bring the hate to this game?" In response I do not hate this game. I just hate playing it. And the reason I hate playing this pinball game is because it is not any fun, at all, whatsoever, to play this game. That is the whole point of playing pinball, isn't it? To have fun? Well, this game isn't just not any fun. At all. Ever. Even in primo condition with updated software. No Bueno. Peke. Fershlugina. Ugui mend. Charlie Don't surf. The rating score stands.

And as if not being fun is not enough. It is boring. And there is not a worse insult to be given to a pinball game. And you know what, I could be wrong. This could be the best game for you. And if that is the case, rock on. Just remember kiddies that this is just a pinball review. And yet another chance, for me... to write, yet another run-on sentence.

Yeah, well... that's just like my opinion, man...

Update v2.
I got to play a decent copy with someone showing me around the game as we played.

I admit it, I had fun.

This game still is not a good example of what a bally game of this era should play like and the novelty factor is heavy with 3x scoring (on a 6 digit display...).

What do I like about this game?

Chance/skill in spelling out GOLDBALL. Make sure to get the newer rom! The contrast of the skill on the in/outlane on the left as compared to the single outlane on the right. The spinner shot on the left (3x). And good geometry on the lower half of the pf.

Are there other games out there that are better? There sure are. This would be a great first game on an inexpensive budget. It also may be good in a larger collection. While not for me, I am willing to try a sweet copy and be shown to be wrong. And that’s fine. Because then I learn.

Scores upgraded, emotional retardation downgraded accordingly.
8.675/10
11 years ago
Air Aces is like a beautiful model that can't do much more than look great walking down the catwalk.

The Pros:
Dave Christensen is THE MAN! I was so excited to play this deck after I stepped up to it. The colors and details on the PF and the BG are brilliantly executed. Looking at the woman on the BG makes me want to unwrap a pack of livesavers. Goodness, is she perky!

The Cons:
I played two balls and walked away. Quite possibly Jim Patla's most boring/worst playing design (aaaagh, it's painful for me to type that last sentence) other than Champ.

The Takeaway:
Step back and good long look at this game. Soak it all in and then go play another pinball table. I'm too sexy for Air Aces... damn... 2 Right Said Fred references in a single pinball review... (hangs head in shame)

Update:
I got to play a better copy of this game and boy was I wrong about this game. I LOVE being wrong, that is when you LEARN! I admit I, this game is a player and requires you to make long accurate shots up and across the pf and then hit the saucers at the top for double bonus and extra balls. The outlanes are pure EM death and this game reminds me of the most righteous Flip-Flop with the pops up top rather than by the fleepers. Get 8k (adjustable?) on the bonus and head to the double bonus to roll this score reel on over! Cross passing with the upper flippers is fun until the ball heads down the pf at a sideways arc...

Is it the best EM ever, nope. But it is a good game. Good enough that I'd like one in my collection now. That and the woman who looks like she is in a candy wrapper GAW-JIS! Please note, this game must be maintained properly to not become another pinball snoozer. Note to self, buy more white rubber rings...

And the best part, that awesome cadence to the Bally bonus cout that makes you do the happy pinball dance! Even when you lose with this game... You WIN!

Scores updated accordingly.
4.024/10
11 years ago
Sky Kings is a game that is very straightforward. Too straightforward really...

The Pros:
Dick White did a really nice job on this art package. I usually don't sing his praises, but this game looks very nice. Captive balls and a spinner are great shots to go for. Sink the saucer at the top of the PF through the spinner if you can.

The Cons:
Jim Patla's worst design in my opinion. Understand that I am a huge Patla fan (I own a centaur ii and a Time Zone), but this game is a bore to play.

The Takeaway:
Open the outlanes, freshen the rubbers, sensitize the slings and steepen it up. Otherwise it's a snoozer.
2.843/10
11 years ago
Champ is a game that is very straightforward. I'd go as far as to say it's too simple to be engaging.

The Pros:
Captive balls and a spinner are great shots to go for. See if you can sink the saucer through the spinner.

The Cons:
Jim Patla's worst design in my opinion. Understand that I am a huge Patla fan (I own a centaur ii and a Time Zone), but this game is a bore to play. Christian Marche dropped the ball with this deck. Pointy People would have been soooooo much better than this semi-realistic mess.

The Takeaway:
Open the outlanes, freshen the rubbers, sensitize the slings and steepen it up. You might be able to get something to play out of this design... maybe... probably not... ever.
4.672/10
11 years ago
Honey is a dog. Read the story at the end of this review and you'll know exactly what I'm talking about.

The Pros:
Lots of action in the pops and the drop target to the saucer requires a bit of skill. Gentle tap passes from the flippers to get the right angle to shoot the center shot make a big difference. The bells are cool. The color palette of this game is very different

The Cons:
How many times can you rinse and repeat before you fall asleep. This pinball game might as well have been titled "Barbie".

The Takeaway:
Practice your skills if you want to, but there are soooooo many games from this era to choose from that have much more replayability to them than this game does. A very simple game for the kiddies.

The funny thing for me is that where I grew up, we had neighbors who had a dog named "honey: and this mutt was STUPID. This dog would run down cars in the street and when the vehicle came to a stop at the stop sign... honey would run full speed into the back bumper of the car. Screech, thud, yelp, whimper... This would happen over and over, daily. Screech, thud, yelp, whimper... The description of that dog would fit perfectly with the description of this game.

Update:
I got to play a really nice version of this game that was high tapped and clear coated. This guy REALLY liked his Honey. it was blindingly fast and I had fun. As before, I'm not to hot about the rules or the placement of the "downpost" rollover 3 inches above the flippers, but I will say that when this game is properly maintained, it's an action filled pin-flipper-fingers-twitch-fest. Still not a great game, but it is much more fun than I originally gave it credit for. Scores updated accordingly.
5.737/10
11 years ago
Street Fighter II is a game that plays differently. It has a few unique features that I really liked once I figured them out and all things considered, this game was a nice surprise. Usually a pinball game based on a video game is the death knell for the playability of the deck.

The Pros:
A really well thought out layout and some play mechanics that will test your shot making abilities. The dual skill shot is great. The center stand up for the extra ball makes the shot a tough one. Lots of lanes and smooth ramps. The building jackpot in conjunction with subsequent multiballs means that the tougher shots in the game yield bigger points in multiball. Defeating all the opponents is not an easy task. Double scoring on lit shots re-prioritizes your table in a hurry. Kickouts from the holes on the sides of the PF can go right through the flippers, so you'd better be on point.

The Cons:
The artwork is abysmal. The audio is not much better. Dots with the different characters from the video game are not even recognizable. The Car Bash is an idea that just didn't come off that well. I don't like double your score features, but with this one you at least have to earn it with multiple shots around the PF.

The Takeaway:
To really get to know this game, I need to play it more. However, I am happy to say that I'm looking forward to getting to know this game better. We shall see what more mileage on this deck brings.

Update:
I finally got to session this deck with another player who likes it and "showed" me about this game. I have to say the more I play this deck the more game I'm finding in it and that is ALWAYS a good thing. I am really starting to enjoy the ramps with the raised entrances. The Chun-li spinner requires a good deal of timing and aiming on the right ramp to make the shot and get it past that "spinning" kick of hers. The Guile shot is just like Jack the Monkey on PotC, but is all the way up the PF. It's a hard and satisfying shot. The ninja round requires on the fly accuracy (and massive points for the third and fourth shots), but the big thing I learned about is the TORPEDO frenzy multiball round. This takes 5-6 shots to activate and can be massive points (don't tilt them out! Trust me... the tilt warning audio cue will let you know. It's impossible to miss) at the end of each ball. This round is potent enough to be unbalancing. It still takes a bit to get it started, but with double letter when lit to the sink holes on the sides of the Pf, this gets qualified pretty quickly.

Still... this game requires that the entire PF be run through to get to the wizard mode and once you reach the wizard mode, the game requires you to do so again to finish it off. This game plays great and may be the only other Gottlieb of this vintage that I'd consider putting in my collection other than Stargate. Street Fighter II is a butt-ugly lookin', great playing game. Does this game compare to the best B/W games of 1993? Nope. Does this game keep a pin-head challenged, strategized and on their toes when they step up to this deck? Yuuup! To me it feels like Capcom's Pinball Magic. It has a very specific progression throughout the game with certain "breaks" in the linear stategy of the shots you want to make. If you can pick one up for less than $800.- USD in good working condition. Do it, This table is a player!

Update V2:
When given the option, always choose multiball. This shows up every second or third choice award. Makes most of the game much less valuable. Scores reduced accordingly.
4.499/10
11 years ago
Charlie's Angels is a game that was designed by one of the most tepid designers in the industry Allen Edwall.

The Pros:
Good shots to the drops. The right orbit with the drops just underneath it is well done. The cop on the lower left looks like he's having fun with his radio.

The Cons:
A semi-decent PF on the right is offset by a lane of the left that takes up 1/3rd of the layout and all it does is feed the bell from the top lanes to the lower pop and PF. Morrison is used to making his kind of woman on an art package but was constricted to the reality and agents of the TV show. Is is just me or could this deck REALLY use a spinner?

The Takeaway:
Centrigrade 37 is the only table with Edwall's name associated with it as the designer to have solid play. Looking at this deck... it's a Krynski design as everything else done by Edwall looks nothing like it. A barely passable pinball game that is often used for parts.

Update:
I like the pops and drops keeping the gameplay random and less boring than the copy I played before. Yes, fresh rubbers make a difference on a pinball game. The bonus x on this game in particular has made a big difference in my opinion of the scoring on this table. Lighting up the green inserts and getting to 3x is the way to go for big scores on the table. While there aren't many pinball games featuring themes that showcase women, this game sold 7600 games based on the popular tv show. I can't imagine this game sold well on it's playable features.
4.499/10
11 years ago
Charlie's Angels is a game that was designed by one of the most tepid designers in the industry Allen Edwall.

The Pros:
Good shots to the drops. The right orbit with the drops just underneath it is well done. The cop on the lower left looks like he's having fun with his radio.

The Cons:
A semi-decent PF on the right is offset by a lane of the left that takes up 1/3rd of the layout and all it does is feed the bell from the top lanes to the lower pop and PF. Morrison is used to making his kind of woman on an art package but was constricted to the reality and agents of the TV show. Is is just me or could this deck REALLY use a spinner?

The Takeaway:
Centrigrade 37 is the only table with Edwall's name associated with it as the designer to have solid play. Looking at this deck... it's a Krynski design as everything else done by Edwall looks nothing like it. A barely passable pinball game that is often used for parts.

Update:
I played a copy with the updated boards from Pascal. There is more to this game with this newer technology and I like the pops and drops keeping the gameplay random and less boring than the copy I played before. Yes, fresh rubbers make a difference on a pinball game. The bonus x on this game in particular has made a big difference in my opinion of the scoring on this table. Lighting up the green inserts and getting to 5x is the way to go for big scores on the table. While there aren't many pinball games featuring themes that showcase women, this game sold 7600 games based on the popular tv show. I can't imagine this game sold well on it's playable features.
4.552/10
11 years ago
Bride Of Pinbot, another Python game with John Trudeau... C'mon guys, you know better.

The Pros:
High concept and execution of the theme, in a 1 and a half shot game. The art package is wicked and the rotating head is a brilliant interactive toy. The astronaut heading towards her Y on top of the "One More Time" insert is that wacky Python doin' his thing, awesome!

The Cons:
Gameplay is horrid. Left Ramp for the girl and a (randomly awarded, my favorite) billion point shot marketing plan. The PF design is worked around the head toy and makes the rest of the deck secondary. Drains out of the pops are a common occurence making house balls standard issue "no-touchie".

Takeaway:
The worst of the Pinbot Series by a LOOOOOOONG mile. Hopefully the Dutch will make this game what it should be with the P-Roc system and a DMD. People may give this game a high rating for entertainment value or recapturing a moment in time in their lives. Great. I seriously doubt a real player would give this deck more than an overall "2/6" for quality of play. Another game for the kiddies and the girlfriends.

Update:
Some players go for the heart ramp to activate the "millions" during a tourney where the billion shot is ignored (can it be turned off). Now it's a one shot game to the center ramp over and over and over and... zzzzzzzzz... I absolutely love the intro to multiball with the heartbeat sounds and the pulse on the AN display. This game is great theater at the expense of a pinball game. My opinion stands.
8.585/10
11 years ago
Safecracker is makes a number of things work that never really worked on so many other titles. A smaller PF. A timed game. A separate game on the back box integrated with the game play on the pf. Modes that pays out coins and this game is somehow still not affiliated with the mob. These ideas have not worked before, and certainly not in conjunction with each other.

The Good:
A great game in a smaller space. Drop targets everywhere and not a single shot that doesn't have a purpose. Lawlor rules with the execution of built up tasks are here. Don't choke! The board game adds a bit of strategy (and luck) to the tasks at hand. Assault the Vault is another game INSIDE the software of this deck. A vari-target that makes you ask yourself... can I nail this shot? An incredible art package on a game that just oozes character. You must always keep your eye on the clock. A brilliant design and implementation of gameplay. Work that PF spinner on the left and the rest of the game opens up!

The Bad:
Timing out... but it's all part of the game! Do not be fooled by its smaller size, this game is HEAVY! Not enough of these tables were made.

Takeaway:
If by any chance you are finding this game too easy, set the table to the extra hard settings and see how long your game lasts. This design ate me alive when set up bouncy, fast and nasty. I'm serious, a 90 second game was reason to celebrate. A timed game would seem to go against Lawlor's philosophy of when the ball is on the table it is always in danger of draining. However, with the timed gameplay rules... this is not the norm. Bear witness to more Lawlor brilliance in action. I had a chance to buy this game for 2k a few years ago, and passed on it. This mistake still keeps me up at night thinking about... if only... Play one or get one (if you can)! Po-po loves his fried dough.

Update:
I recently had the chance to purchase a nice version of this game... and I passed on it. I really like this game, but it is too expensive for the amount of "game" inside of it. Would I ever purchase one? Maybe when my cost to fun ratio is exceeded by my comparative proportion of excess income, or I get a trade that I'm comfortable with. I love this game... but there are others out there that are as much or more fun for the money. Rip the Horizontal PF spinner whenever possible. Risk the shot... increase your scores. Scores updated accordingly.

Update v.2:
Got one in the stable and I am playing the heck out of it. Got my hands on some tokens and am playing the heck out of this thing. In a day and age where "EPIC" games can take an hour (or more...), this design aesthetic is a breath of short and fresh air. It currently has older ROMS in it and that will be rectified ASAP. I will say that even on version 1.4 of the game software, this thing plays like a champ. If I would have one issue with it, it would be the feed out of the pops SDTM. I may look into a 1 way gate for this coming out of that area. Very similar to the exit of the ball out of the pops on Wonka. With the clock always ticking it isn't as devilish as losing one of your 3 balls, but it is awfully random. Expect another review after this copy is tuned. This may be my favorite Lawlor game after TZ. Scored updated accordingly.

Here's why I have learned to TRULY love this game. It's time. The design team (R.I.P. ADG) tried to make a game that worked within a certain period of time with consistency. This is why many people do not like this game. I get it. For me, this is why I LOVE this game. It's time. When I have something to do or somewhere to go and I get the urge for "just one more..." and that one more takes 45 minutes... yeah. My calendar weeps. A game of Safe Cracker that lasts more than 3 minutes is rare. 5 minutes, I'm a pinball wizard. More than one coin dropping onto the glass in a single game... that has happened no more than 5 times since I have owned this game. When I want a game that is hot, fast and quick, Safe Cracker satisfies. Every time. Respect your time and play more Safe Cracker!

Update v.3:
With time, comes familiarity and understanding. And in some cases contempt. I have two very similar issues with Safecracker as I do with Willy Wonka.

1) The feed from the pops has a very good chance of going down between the flippers. The two feeds out of the flippers are both dangerous, but the speed and direction straight out of the pops is very dangerous and unpredictable. Me no likey!

2) Random awards by the software. Especially on the dice board in the head of the game. This makes the difference if you get into multiball or are able to spell V-A-U-L-T or not. Double-plus no likey!

Not a pure skill game. Definitely not a tourney worthy game (UNLESS you are playing assault the vault. Even then, still super chaotic and random). However, it is still a very fun game, just really chaotic and difficult to score consistently with given it's software ruleset. I believe this was an issue with the game. Multiple iterations of the software of the game are listed. When I first got it, the game still had v1.4 code in it. The current rom is v1.8. That means there were at least 3 other versions of code once the game had been released at 1.0. Took some time, playing and polishing! Not something that Bally/Williams did often in the 1990's. So, take Safecracker for what it is and enjoy it accordingly. I most certainly do!

Update v.4:
This game is designed to eat your money in less thank 3 minutes, every time. The ball coming out of the pops drains between the flippers about 20% to 30% of the time with consistency. Sometimes you may play longer, but reaching the game on the backboard once is the goal. Once in the backboard game, this game is RANDOM. You never know how many spaces you will need to cross. You will never accurately know what your dice roll will be. IF someone can teach me how to SKILLFULLY get the number roll that I want with consistency, I'd appreciate it. Because some stretches of that gameboard are just designed to get you off the board unless you roll one or two of the six numbers on the die. I will go for stretches where I can't get a coin out of the game for days. And other times I am able to run the board many times in a row. Whenever I get more than one coin... it's a celebration bitches! Are we percentaging the rules on the game board as well? Kind of feels like it. Will it stay? Yes. Will it be anything more than fun, probably not. It's a modern day luckbox with a fantastic layout. And if I ever meet that bank teller in real life, I'm gonna giver her a present she ain't gonna like!

The good news is, this game is still a whole lot of fun!

Scores adjusted accordingly.
8.554/10
11 years ago
Wizard!, along with Captain Fantastic and the Dirt Brown Cowboy, ushered in the Golden age of Bally Pinball in the 1970's. This game doubled the previous sales record at Bally and was a sign of very good things to come.

The Pros:
A true skills game. Nudging and true aim are an imperative for great scores. Double bonus is risk/reward at it's best. Do you shoot for the lower left target or do you let the ball bounce side to side? Don't miss that saucer at the top once the bonus flag is lit. Once again... Mad Dog Christensen KILLS IT on the art package. Iconic would be a good word to describe the pinball deck that put the "Sex" into pinball. Roger Daltry's snake is slithering closer and closer to bottom of perky Ann-Margret's nightie. All this surrounded by Babes, Belt Buckles and the Bally Ball and Chain!

The Cons:
The left flipper doesn't get much action. The 5k/special shot is deadly, even when you hit it. The flag targets take up quite a bit of PF space. What?!? no drop targets?

The Takeaway:
Master the shot to the top of the PF to collect all the goodies that the flag targets hold. An old ex-gf looks like "Love" on the left of the BG. I think about her fondly when I see this game. Iconic imagery and a great Kmiec design make this table a classic for the pinball ages.
8.143/10
11 years ago
Tron was a movie that made me geek out when I was a kid. I met a gentleman named Wyndham Hannaway that animated some of the computer sequences on that movie. Boy... did he have stories about that job.

The Good:
Layout is one of the best we have seen from Stern in a LONG time, yes, I like this table's layout better than Spideyman. The left half of the game is Congo, the right half is Funhouse. Not a bad combination if you ask me. Skill shots are cool. This game flows once you get the hang of it. The disc is a randomizer that requires you react to the ball from all the way at the top of the PF. I just need to get much better at shooting the Gem lane. Must work on Pin-fu! The Daft Punk Music is nicely done. Dots are good too. I like the staggered flashing/solidly lit inserts in regards to the wizard modes with this table.

The Bad:
The spinning disc at the top of the game has thrown the ball out of it and into the left outlane more than a few times. I guess that's just pinball. You know... there really is not much bad about this gameplay at all.

The Takeaway:
A solid game from Stern. One of my faves from John Borg. The more and more I play this game, the more and more I like it and have hope for newer Stern titles. I just played one last week with a blue LED display and it looked fantastic!

Update:
The more I play this game, the more I like, respect and appreciate it. The combo ruleset it HYOOOOJ for strategy and points and can be utilized during most of the gameplay. I also have been surprised by a few idiosyncrasies about the games rules. One of the most interesting was that double scoring carries over through your bonus count. I though I had lost a game, but with double bonus... WIN! The double mini-mega wizard modes through the sea of simulation and seeing all the modes to completion will make you earn all the big points. Double scoring works with all of this too. So it's not really luck. It's more a matter of hitting that double scoring whenever you can (ZEN). Hitting Quorra is very important. hitting Gem is CRUICAL! Learn how to hit the Gem Switch from a soft plunge as well as a deflected shot from the standups on the left (double scoring too!) to make the shot from the upper flipper a less frustrating one. I have yet to play the LE version with the extra Daft Punk multiball mode in it. Does anyone know of one near me that I can session out?

TRON is a damn fine game and a true player for sure.

Update v.2:
After having some serious time on X-Men and knowing that Tron is the older "mirrored" brother of that game, I prefer the shots and the ruleset of X-Men. I spend my time shooting for Gem, Quora and the double PF score when needed. The rest of the game "comes to me" with relative ease. Combos never get old, but the longer I stay on this deck, the more likely I am to reach the Sea of Simulation/Portal as compared to quantity AND quality play. I'm not saying that this game is a gimme, but between the two similar designs, I definitely prefer X-Men for play, strategy and skillful play.

Update v.3:
I get the feeling that playing this game is pretty much the same sequence of events and the same decisions and the same (few) lucky opportunities (Double scoring) to make this game sing. It's fun, but there are better games out there. Strangely enough... I have more fun playing Congo (which this design borrows heavily from) than this game. 90's B/W games jsut feel SOOOOOO GOOOOOOD! Scores adjusted accordingly.
3.922/10
11 years ago
Popeye is an unusual game and it seems to occupy it's own pinball (sur)reality.

The Pros:
Lots to do and lots to shoot at. "Hidden" aspects of the game require you to really discover and look hard for your shots. The upper PF seems to have quite a bit to do on it. The maze idea takes a bit to get used to, but actually works.

The Cons:
For a widebody game, this game plays like a narrow body table. The unusual mechs on this game slow it down and seem to keep the ball out of play as compared to being a fast and furious deck.

The Takeaway:
I like the character of Popeye. However, within this theme with saving the world ... Popeye makes no sense to me. Then again, this is pinball and we are entering the theater of Python... and there, anything can happen. Read the proposed game theme on this game's entry if you want to see how deep he wanted to go on this game. I still have not gotten to know this game and have yet to form a real opinion on it other than it just seems strange and does not grab my attention. Not good. I'll play it again when I can and update the scores accordingly.

After about a dozen plays, I still have no real idea how to play this game... not a good sign at all.
7.208/10
11 years ago
Terminator 3 is the sequel to one of the best recognized pinball games of all time... T2.

The Pros:
Good shots everywhere. The stacking of the tasks for the wizard mode is nicely done. Nothing is too out of reach, and it puts the fun in the journey. This game requires sharp shooting from the flippers. Missed shots are punished with quick drains.

The Cons:
There are times that this game does not flow esp around the top of the pf where the multiball lock comes into play. The BG toy is... well... I'd rather have the old PF gun on T2. This one takes the ball off the PF and just seems to be a distraction. The captive ball on this table seems out of place and I can't seem to remember any other Steve Ritchie games that have this feature. OK, WPT has a trapped/captive ball, but on this table it is static and I feel like it's a flow stopper. For a target that is front and center... me no likey. I usually go nuts over K.O'C's work, but this must have been his first time using photoshop for an art treatment. Arnie's big head is everywhere (5x? or more)... must've been written into the contract.

The Takeaway:
Terminator 3 is a game that could have been so much more than it is. This is a table that should have that "Williams Magic" that T2 had, but it's just not there.

Update:
I got the chance to play a really nice and competitively tuned copy of this deck and I have to say, I may have been wrong about this game. Still not the biggest fan of the ping-pong ball BG game, but as the game progresses, the shots on the BG became progressively harder. This table played fast, smooth and any missed shots were punished with lightning fast drains. I mean... a nearly BSD like experience. This table forced me to respect it and if I didn't... I was out, right quick. The game does a really good job of telling you what to do. Literally: Shoot here, and here... Now when I hear about people saying how "easy this game is, I'm having to put some blame on the owner of the game. Open the outlanes, wax this table up and hope that your pin-skills are on point.

Update v2:
Well, I got the chance to session out a freshly shopped copy of this game at the 1up Colfax and I have to say... I like this game much more now. The RPG standups and the right lane can lead to bigger scores. Build the right orbit up to 1 mil and it stays there for the rest of the ball. Lots of fun. Multiball is a real challenge after collecting a super as you have to sequence A-B(aaaaarrrgh!)-C to light the TX lane again for another JP sequence. This is not easy to do in multiball. Assault mode is valuable especially when you collect all the weapons. Building up the game from the ramps is a valid strategy and backhanding them (esp on the left) is a great way to do this. This is important as many of the modes are essentially hurry-ups and getting the scores while they are high is key. This is even more important if you plan to complete the modes and get to the Final battle (wiz mode). This is where the light show really impressed me. It was spectacular and very much in character with the build up of this event. The Final Battle is where big points are to be had. 100 mil + is not that hard to do in this mode and it's pretty hectic with everything scoring big points. The thing I really like about the wiz mode on this game is that while the rules are not terribly deep, you have to complete a number of tasks (the RPG, you have to get 3x) and utilize the entire table well to do so.

In summary, open the outlanes, sensitize the slings, install Whisper-tilt (tm) with a fresh rubber kit and enjoy a great skills game. Scores upgraded accordingly.
8.566/10
11 years ago
Another surprise from those wacky Spaniards. This game is a really nice player.

The Pros:
Great artwork on the PF and the cab. Ok artwork on the BG. Top rollovers are cool. The center saucer is a tough shot to shoot and get it to hold. The yellow dragon targets are the only drop targets that I have ever seen that will alter the path of the ball on the way down the playfield from above. Very satisfying to knock these lemon colored quarter donuts down. They make a wonderful "Arrrrrhhhh" or "BAOOOO!" sound. Pirate sounding pinball is way sweet.

The Cons:
This game has got to have the BIGGEST space between the flippers I have ever seen on a pinball game. I mean... this chasm is kind of ridiculous.

The Takeaway:
Another great player from across the big pond. I had to go to Carnegie to get a change to get some time with this deck. I'm so glad that I did. Nothing looks or sounds like it. Find one if you can and play it all day. When you hear pinheads joke about "Bao!" This is the source!
7.374/10
11 years ago
Future Spa is a game that I had played only a few times before and it felt slow and boring. I noticed it recently after tiltwarning put a video up of it. Flipper McGill's in Idaho Springs (R.I.P.) had one on site and I sat down with it (just had my left knee rebuilt) for an afternoon.

The Pros:
A different layout with two of my favorite artists Mr. Christensen and Mr. Faris doing the honors. Different artistic styles, but I never really noticed the discrepancy until it was pointed out to me. I always thought it was another Faris package. When I had an idea of what to do... this game is alright. It plays much better than I remembered. Upper rollovers to open the gate are your skill shot and once the spinners are lit, you have to go for them. The sparkle vision BG is a nice touch. I don't remember seeing it on any other games. Inline drops are always a plus.

The Cons:
This game must be fresh, waxy and steep or it will feel deader than a Osama Bin Ladin's bodyguards. Pop Bumpers on the lower right must be active. Standard issue deathshot standup target is in full effect. Do not shoot for it. ever! The rollover and saucer on the upper right only score a few points. These are really cool shots (esp. the u-turn rollover shot) but because their value is so low in the big picture of this game, it makes the whole middle of the PF rather worthless.

The Takeaway:
Boy this game feels wider than it is longer. I mean, it's got a buh-donk-a-donk. Your shots are the inline drops and the spinners once you get this game up and running. To make this shots you are shooting all the way across the PF. If you miss... the ball starts bouncing back and forth toward the sides. Now every shot you make can be a real risk. This game is all about the inline drops to multiply your bonus. Once you build your bonus, it carries over. In this sense it has a semi-paragon strategy to it. Ball 1 is crucial to score the 18k/36k bonus and keep it for every ball. The outer left lane is incredibly important to building bonus and makes any ball in that area of the PF a risk/reward consideration. Very different and the only game I can think of with a lane like this one. An interesting game that plays better than expected IF properly maintained.
4.422/10
11 years ago
Some people really love Pharaoh. My opinion is out of the fabulous 4, this is the weakest of the brothers.

The Pros:
An interesting PF design. Artwork that will keep you looking at the game for months and still finding new and interesting things in it. 3 sets of targets, a trapped ball and 2 lanes on the top. Lots to do! Shots from the kicker on the left are timed. Magna saves are always sweet.

The Cons:
The game turns into a trap/backhand game with the shot to the upper p/f from the lower left flipper being your moneymaker. Lower PF is a non-factor. Play is, well, it's boring.

The Takeaway:
I'm happy to get a real tour from someone who knows this game in and out... but I'm just not getting a good feeling from this deck and the more I play this game, the less I like it. Not a good sign at all. Out of the Fab 4, this is the runt of the litter by a longshot. Jungle Lord has new respect in my eyes, even with the random bagatelle. BK is a great game, and Solar Fire is the best playing of these 4 tables.

Update:
There are some interesting strategies on the upper PF, but the lower PF is not where you want to be. Trap, post pass (if ya gotta) and put the ball in the hidden tomb for the safe shot and feed to the left flipper on the upper PF. This game may be a candidate for a few PF mods:

1) Small flippers on both sides of the upper PF.
2) A rubber band across the entrance of the Hidden tomb.

This may make this game more challenging. Or it may make it just downright un-playable. I'm curious to know if someone is willing to do this to their deck. Any willing test subjects out there?
8.623/10
11 years ago
This is the same playfield as Pinbot. Thre more I play this game, The more I appreciate and like it. A good sign for sure.

Pros:
A great template to start with. Rules which include "gambling" make the choices you make interesting. The DMD with this table is very well done. Lights are great! Casino Run is an easily achieved wiz mode, making it pay off is another matter altogether. Mega Visor will put your multiball skills to the test. Shooting the lit target on the visor grid is as important as it ever was. Git' it! Oursler tm outlanes require that you make your shots or pay the price.

Cons:
More stop and go with the gambling games. The skill shot is negligible with the newer ruleset. Same vacancy for the shots from the left flipper in the game on the playfield. Not to many shots to the upper saucer and you get to the wizard mode...

Takeaway:
A good game based on a really good game. I think it's fun, but really knowing how to use the ruleset with the gambling is the key to really high scores. Is it pinball? yes, but the big scores on this table has to do more with programming/gambling than playing pinball. Some people really like this version of Pin-Bot, some don't. I think it's a cool game. And what other game requires you to actually have a gambler's balls/mindset to play it well? I still like a hard playing version of the original Pin-bot best.

Update:
I like this game much more than I thought I would. This game has got game. Perfect deck for drop catches and you are never more than 9 shots from Casino Run. Once you really get to know the casino run rules, this game really shines. Many top pinball competitors respect this deck and it is easy to see why. It's a player.
6.816/10
11 years ago
Magic is a simple player from Stern.

The Pros:
An open PF that plays much faster than one would initially believe very much like Kiss in this sense. Great orbit shots and a single strategically placed bank of drops keep things moving. Good action from the pops and spinners you can rip on make this straightforward design play like a dream. The canyon like space between the flippers and the nasty outlanes keep you on your toes. The skully "Dracula" pop bumper caps are rad.

The Cons:
The artwork is muddy and while it fits the theme, I'm not thrilled with the draftsmanship or the mix of colors. Who was the artist? I don't know and I don't really care. Sounds are standard Stern. The collect bonus saucer at the top of the pf is more luck than skill.

The Takeaway:
A good game that makes you work your bonus and keep the ball moving. A solid game from Mike Kubin, possibly the most unknown quality pinball designer of them all.
4.661/10
11 years ago
Star Wars Trilogy suffers from the same lack of development and playtesting that plagues Sega pinball games.

The Pros:
A pretty cool layout with variable opeingings into the tie fighter hole with the drop targets being able to drop/pop as programmed. There are shots to be made on this table. the FORCE- C and E targets in particular require sniper skills. The VUK at is not an easy shot either. I like the x-wing cannon shooting into the tiefighter hole. It makes me say "Stay on target..." The ramp with the diverter in it is nicely done. The X-wing shooter to the Tie Fighter is well done.

The Cons:
The Han/Cartman hole is... I don't know, I have never liked this shot on any Premier/DE/Sega/Stern deck. Let's not forget the rules that make you want to forget that you want to play this game. Star Wars trivia is a nice novelty, that gets old before you know it. The art package is crowded and too busy to to be anything other than a distraction to playing this game. A perfect example of design by a marketing committee.

The Takeaway:
A great game for the Star Wars kids. A real player will not have his interest held for long. It's a shame, really...

Update:

I FINALLY got the chance to play a fully functioning copy of this game and after sessioning it out I felt that.. well... it isn't as bad as I thought it was, but it will never be that good either. There are some shots that I really like quite a bit. The special/bonus x lane in particular is a challenging shot. I also think the Hero Mode shot is a great pf sniper shot. However the rest of the upper PF notably around the pops is not well utilized (is there a skill shot to be had here? I don't know why vader is shaking his head...). So what do i like about this game more than before? Well hitting the strobing tie-fighter standup means that you can skillfully be in multiball in 2 shots after you plunge the first ball. Reminds me of Pinbot and the strobing targets at the visor and to the side. The orbits and the ramp feel really good and smooth. I like the Laser cannon diverter and the x-wing ball cannon shot through the selected drop target space is a challenging way to start multiball. Multiball jackpot is an easy collect. Super Jackpot is not. You have to spell out the F-O-R-C-E targets and THEN get the ball into the tie fighter tunnel past the drops. The trick is these drops start up and will pop back up. You have to trap a ball, knock down a target and either shoot it in from the x-wing or luck it in. Not an easy thing to do so I have to respect it. Especially if you skillfully shoot it in from the x-wing! Hero modes are of varying difficulty and offer some points, but are not all that valuable. Falcon Multiball can be hit over and over and over, but it is not as valuable as tie fighter multiball. Getting the Vader wiz mode is tough because you gotta get the SJ. Those C and E targets are tough to hit!

This game seems to have quite a bit of technical issues. So as you can tell by the update... I really had to quest for a properly working copy. Even then the X-wing diverter and the Han Kicker STILL were not consistent! The force is not strong with this table...hmmm? If this game is working properly, it is a fun table. Best of luck to you your quest to find and play one that does.

Q: Who was the 18th president of the united states? A: Han Solo

Scores changed accordingly.
7.976/10
11 years ago
Simpsons DE is a fun game that holds true to mischief and irreverent fun the theme of the TV show.

The Pros:
A fantastic PF layout that looks great with the artwork placed on top of it. A REAL MIRRORED BG with all of the characters from the show. The credit on the BG is named Matt Groening... The credits here nameK.O'C and Margaret Hudson. Well, whoever did the artwork on this take nailed it! 2 banks of drops and a tight spinner a the top of the PF with tricky saucers make for lots of great shots to be made on this table. The 3 mile island pop bumpers were so awesome, that they made it to the stern game. There are not many audio calls on this game, but this game was made in 1990 and what is put on the table sounds great. The build up on multiball requires skill and nerves. I actually like the character of this game much better. It's based on the first few seasons and has a much less formatted and refined look to it. It's more human and therefore Simpson-like. Looping the ramp when millions is lit is a hoot.

The Cons:
Make no mistake, this is a 1 ramp game. Not as bad as BK2K, but the left flipper is useless for higher scores. This is a fun game, not a true player. This is a shame, because the rules on this game could have been so much more... CALLING MYSTERY PROGRAMMER! The toughest shot on this table doesn't have a switch on it! Look at the lane to the right of the upper right vuk that leads to the donut lanes and you'll see what i mean. The double your score random award is never a good idea. Did DE ever test their games in competitive play before releasing them?

The Takeaway:
This game is what it is: A fun game with a great theme and a reminder that Bart used to be the star of this show. A good pinball game for a casual player or a simpsons fan that may leave an more demanding player looking elsewhere. I have to admit...as someone who considers himself a capable player (on a good day), I still can't resist it's charm and play it when I can.

... Sssspriiinklessss ...
2.955/10
11 years ago
Rolling Stones is another game from Stern to feature the "Fan" layout. Big Buck Hunter has some variance in this matter, but this design seems to be in EVERY SINGLE GAME from Stern since CSI. CSI was the last Lawlor table design from Stern and was made in 2008. This game was released half way through 2011.

The Pros:
The Mick Target is a decent randomizer. Shots feel smooth and the rules require thought for stackability. Breaking Mick Jagger in Half makes my day.

The Cons:
I get bored playing this game. Breaking Mick Jagger in half stops the game from being able to be played. Lonnie Ropp goes Fan-Man. The limited edition with the outlane and center posts make this game even less of a skills deck than the regular edition. The stones game from 1980 is better than this one. For a real rock and roll table that looks and sounds great... AC/DC baby...

The Takeaway: ZZZzzzzzzzz.....
4.549/10
11 years ago
The Rolling Stones... pinball. The First Rolling Stones game from Bally is a game that probably had more money spent on the license than the design of the game and it shows.

The Pros:
Both U-turn shots mid-field require fast reflexes and good aim. The left orbit is a tough shot with the plastic guide into the saucer at the top. You have got to make it though. This is your money (bonus) shot. When waxed and maintained, this game is FAST! Jim Patla had some interesting ideas here... A build bonus and collect plan is always a good one.

The Cons:
One of Greg Freres worst art packages. It causes me real pain to say that, but it is what it is. On the BG, Mick looks like he is sucking... I don't even want to go there. This game is early in Greg's career and must have been a rush. It sure looks like it. The plastics look like a comic book with bad color registration and if I didn't know they were the Rolling Stones... I wouldn't know who these jokers are. The band looks like zombies. Which for all intents and purposes... they are today. The left orbit would have been so much better with inline drops. Scoring is horrendously bonus heavy. 5x bonus and hit that drop and saucer over and over. This game needs more digits on the score displays. Maybe 2 extra digits. The first time I stepped to this deck, I rolled this game twice without even trying and walked away.

The Takeaway:
A decent game (not a great one) to play when setup correctly. A hard game to look at any way you see it. Fans pay outrageous sums for this table, so as a player, consider where you are going to put your ducats, namely on better playing pin-tables. For some reason, The Rolling Stones have the worst pinball designs licensed to their name. Could it be a sign?

Update:
I got the chance to play an incredible version of this table that was made up of 5 different decks. All the best parts were combined into this single deck. I finally got to see the oscillating scoring on the drop targets and how by dropping the last target you score the lit value. Kind of like a skill shot, but requiring flipper accuracy. VERY WELL DONE. Why have we not seen this in lots of other games? Those loops are fast and furious being that close to the flippers. The saucer is a tough shot (that bumbles out quite a bit)... but once again... still completely un-balances the scoring of this game and makes another digit on the display a necessity. Zombie Charlie and some guy on the right hand side of the BG crack me up! And... Mick still looks like he's huffing gasoline. Greg Freres... what have you done!?!?
9.264/10
11 years ago
Zaccaria Space Shuttle is one of my new favorite games.

The Pros:
The artwork is bright and vibrant. The Enterprise on the back of a 747 is a sight to behold on the BG. The astronaut with the pink helmet and the rice krispy treat on his back bumps the art rating to a "10" (even the cabinet artwork is vivid and detailed!!!). Lorenzo Rimondini, I did not know your name until I saw it listed for this game on the IPDB. Thank you Lorenzo. The pf layout is top notch. Not a shot is wasted and everything works together very well. The lane on the left lights the the spinner on the right which leads to the bonus x drops on the upper left hand side of the pf. Bonus is built quickly from the 2 lit of the 4 pop bumpers that alternate with switch hits. The lit The lanes above the pops do not deal with bonus, rather they drop on of the drop targets in the middle of the pf when lit. The inline drops lead to a saucer at the top left of the PF. The exit from this lane heads straight between your flippers, so it's time to activate when that ball stars rolling back down at you. My Italian is not the best, but when you drop the target banks mid-pf 5 the (nearly impossible to hit) saucer at the top of the PF starts flashing for "Blast Off/Special" which awards points as compared to the american special which awards credits/extra balls. The inserts in the middle of the PF flicker to show the engines firing when this is ready in it's incremental stages. A build bonus and collect bonus ruleset is my favorite type of game and this game of this era and this game does it very very well.

The Cons:
I can't read the Italian rule sheets. Translation anyone? ...cuz' I'm a stupid American? Sounds are stock Williams which are perfect for the theme, but still... the first person I played the game with at the show thought it was a Williams deck. I wish you luck finding this game. I wish you even more luck finding one for sale. Once you do put this gem into your collection, I wish you the impossible luck of finding parts for the game you just bought.

The Takeaway:
This game is incredibly good. I mean, it's utterly brilliant and fantastic. Consider that this game was made in 1980 and easily rivals and in a few ways exceeds the best that Williams and Bally Produced at the same time. This is the year of Firepower, Black Knight, Seawitch, Frontier, Alien Poker, Mystic and wait for it... Skateball!!! This table is that good. Find it if you can. Cross your fingers that it's working and play it all day when you do. Your life will be better for it.
8.848/10
11 years ago
Space Station is a game that can offer a challenge to the most players.

The Pros:
Cool shots and a drop target in front of the ramp. The jury is still out on the outlanes, but if the rubber is fresh, control at the flippers must be maintained at all times. Lights and sounds are well done. The dual insert scoring system is cool. 15 standups and 3 drops means that this is a shooters table if played correctly. The art package on this game is a winner and for the era of the game, it feels like it was made a few years earlier. Lots of long as well as short shots with this deck.

The Cons:
Part of me still wants traditional inlanes/outlanes. Gameplay is not the deepest.

The Takeaway:
A good game that is an interesting playing and good looking successor to Space Shuttle. It's not a complex game, but condition green is always a good time. The gameplay is a bit different, and the theme is well executed. A fun pin, play on!

Update:
Really getting to know this game is incredibly frustrating and a lot of fun at the same time. learning how to control the ball on this game is not easy. It can be infuriating. However, the rules in the game play show through. This design is Turney Worthy and if you really know how to play it, and incredibly good shooter. another thing that I noticed the last time I played this game is how good it sounded. From the swords of fury soundtrack 2 at least half a dozen different other soundtracks for multi-ball, end of game ball mode, high score entering, and more.

the rotating space station diverter is an excellent functional toy and is incredibly well integrated into the game. Multi-ball is hectic and especially with the flipper layout difficult to control. I'm still learning more about this game, but I'm enjoying every moment of it. Code green is a blast and I'm really enjoying the artwork, the music and many of the details that I initially overlooked on this game. Scores updated accordingly.
8.589/10
11 years ago
Firepower II is described by many as Firepower lite. This is in some ways an accurate assessment of this deck. In other ways this game has a character of it's own and when set up as it should be, is a player.

The Pros:
The Artwork is cool and the game looks the part. I'm not usually a Constantino Mitchell fan, but this deck has a great package on it. Stronger flippers mean faster play. Some of the shots are very satisfying. The curves of the standups mean that there are more "angles" to the center of this table. The multiball start standup at the top of the PF looks like it can't be made. It can be hit from either flipper. Just get your aim down solid first. The left orbit to the loop at the bottom of the PF can shoot straight down into the left outlane if you get caught sleeping. Stay on your toes at all times with this deck. The big speaker in the backbox pointing right at the player sounds great when the volume is cranked up!

The Cons:
This is the worst designed ramp on a williams game... ever. Unfortunately, we see this again in Sorcerer as well. A 2 ball multiball... really? Psst... the original had a 3 ball multiball and speech. What happened? Was it simply production costs making the decision? I hope so. The cabinet could have been used on ANY Williams game.

The Takeaway:
A fun straightforward skills game. If you set the rules to extra hard, take off the rubber bumpers between the inlanes and outlanes and open the outlanes... I got a chance to play a really nice copy recently and the more I played it, the more I wanted to play it again. This is a good sign.

Update:
This table is much more balanced than I thought it was. Heck, it just made the wish list. This particular table had been set up at Pintoberfest in Lakewood, CO. Adam brought in his own personal copy and it was very well tuned and it made a huge difference in my opinion of this game. The first thing I really noticed were the Stern (v1) bars between the lanes. We see this in Taxi and this particular setup is difficult to control the speed with. I really like it. Multiball is easy to prep, not always easy to start. The shot between the standups though the pops to start, is very dangerous to the point where sending the ball through the right lane to the top lanes to reflect from the pop garden into the standup. Risk/reward in multiple ways for the multiball start. Double score when in 2 ball multiball means that the left hand of the PF with a rippin' spinner or the Mystery score on the left ramp. The lock saucer from the right flipper at 50k is a worthy shot now as well. Making F-I-R / E-P-O / W-E-R lights up the tale features and ALL of those shots are dangerous to attempt. My strategy is to play the game, let the targets get hit as the game plays on and when I have a moment to check the table... I'll shoot for the last target or two if they need to be hit, but I say the heck away from them unless I'm sure that I can backhand the shot. Hitting any 3 bank and then looping the Blackout/Warlok orbit lights the bonus holdover. This is the key to the game. Build up bonus and between all the trips to the top 4 lanes, you'll be at 5x in no time. WORK IT! This game also features one of the best art pax ever done by Constantino Mitchell. Space themes are his specialty. This one is up there with Solar Fire, Defender, Blackout and Class of 1812.

Yeah, people will bag on this game. No speech, only a 2 ball multiball. I get it. The right orbit can be less than the ideal "smooth feel" that you'd expect from the Ritchie Brothers, But I have also seen the metal armature modified to But I like playing this game much better than the original Firepower. The PF has good shots and the rules require you to shoot all over the table. Some shots are dangerous, some are scored indirectly. Solid pinball action all around. Good scores on this game are indicative of quality pinball play. That is something that I sincerely appreciate about this table. I hope you find a nice copy of this table and enjoy it for the "pure" pinball experience that it is. Enjoy!
8.303/10
11 years ago
F-14 Tomcat looks and sounds great. The game play is super fast and the only breaks you get are when the balls are locked into their respective hidey-holes throughout the playfield. A Man's man's manly man

The Pros:
Fast gameplay in a testosterone charged theme. That kickback in the upper lefthand shot on the PF will keep you awake at all times. Multiball is a blast and killing General Yagov is great theater. Doug Watson did a great job on the BG and the PF. The light show on this table can be blindingly strong. The sounds are deafening when cranked up, especially when multiball is starting up and in play! Keep on your toes at all times, the Yagov kicker shot can be super deadly.

The Cons:
All 4 flippers better be snappy and strong. After a while, the game play can get repetitive, lock, load... and again. Light the kickback game strategy is too heavy at times. There is only 1 pop bumper on this game, but when it's not poppin'... ugh.

The Takeaway:
A super fast game (what else did you expect from Steve Ritchie), not the deepest, but a great show at all times. If set up PAPA nasty, will be a challenge every time you step up to the game. The interesting thing about this game is that it harkens back to EM philosophy. The game itself is simple, but never easy and in this case, blingingly fast when properly maintained. Fresh wax, bouncy rubber and snappy flippers will make you realize what Steve Ritchie was up to. You can't really play this game any other way. But when you do... the WOW factor is through the roof. I guess you can put the 10x roms in there if you can't set it up tough enough. Maybe try putting bricks under the rear legs.
6.489/10
11 years ago
Operation Thunder is a solid game from Gottleib.

The Pros:
Lots to shoot for with drops, long shots and options from the upper flipper. The pop bumpers are hidden so when you hit them, it's a bit of a surprise. You'd better like red, because the plastics surrounding the pf looks like its made of lava. Vari-target back to the upper flipper is something I have never seen before or again on another pinball table. Great shots from the upper flipper once the ball gets bounced back from the vari target. The Mix-master on the top of the PF with targets that can be switched ala lane change is way sweet. Every shot on this game has to be hit for the game to go through all 12 modes. The saucer at the top of the PF isn't small, but it's all the way up there. The superjack is tough!

The Cons:
This game would have been a barnstormer if it had been made 12 years earlier. Finding one is not easy and I've only had the chance to play one copy. Last of the tiny blue display games that make you squint to see the game score/prompts. I heard the spinner before I ever saw it. Certain modes cost you the ball if not completed before the fuel timer runs out. Not that that is a bad thing, it's just not obvious when you play your first game. I can see lots of people saying: "WHAT?!?!?" when this first happens to them.

The Takeaway:
A deck that is in no way comparable to the Bally/Williams quality of game. Look at this game and then look at Addams Family, Creech, Dr. Who and other members of the class of 1992. With this in mind, please consider that the Premier production cycles were 1/4th of those of Bally/Williams/Midway and appreciate this game for what it is. Look past the competition and you'll find a game that is fun, fast and a good time playing pinball. The more I play this game, the more I like it, and that's a good sign.
8.901/10
11 years ago
Skill pool is quite possibly the ultimate Eeety Beeety Fleeeper EM shooter's pinball game.

The Pros:
Art Steinholm and Ed Krynski made a brilliant design and art package. Playability is through the ROOF! Shots, shots shots. 27 of them. 15 of them have the 50/300 points when lit scoring that alternate with switches being hit during gameplay. Getting 300 as often as you can is tough. Getting 1-15 is a true feat of pinball skill and a bit of luck as well. Targets at the top of the PF require rebounding aim and nudging SKILLS! This table always keeps you coming back for one more...

The Cons:
I had a chance to buy a sweet one and missed the opportunity... AAAGH! Don't haggle over the price on a deck like this one. Just buy it! Learn from my mistake on this on, alright? Due to my foolish pride, there isn't one in my collection, currently. One day...

The Takeaway: A DAMN FINE PLAYA-PLAYERS GAME. HANDS DOWN. ONE OF THE BEST EM PINBALL GAMES EVER!

Warning, Warning... Incoming Rant... Warning, Warning...

Wimpy mangina pinheads need not apply. I can hear the whining now..."Eeeeeehww... I can't hit the target because it's not in a direct line from my eeeety beeeety fleeeeeperrrssss.... ahhhh.... flippersss....uuuhhhhrrrhh... help me mommy!"

Now a word from our sponsor, Master Sergeant Gottleib: DAMMIT, you measly pin- wanna-be-men make me sick! You can either go play some Ms. Pac-man(gina) or get your sorry selves to Ed Krynski's Boot Camp for REAL Pin-men (and women). Here you will learn to bump, nudge, adjust your reflective shots, work your pop bumpers and become REAL PINHEADS! Pinball is not just about Museum Pieces - Medieval Madness! Where do you think these new-fangled designers got their idears from? Just like any march of progress, the young stood on the shoulders of their elders. Who just happened to be pinball giants! NOW, Quitcher' the whining and bow down to the Krynski you sniveling pin-worms! You're playing pinball, not tiddlywinks, so stop your moaning and get your pin-game on!

Sorry... I lost myself there for a moment and forgot this only a review about a pinball game ;) HA!
7.958/10
11 years ago
Top Card is a surprisingly fast and challenging EM game.

The Pros:
Fast reactions and ball control is paramount with this design. Keep on your toes is necessary for you to stay alive on this table. Nudging and trapping skills are mandatory. When this table is set up for speed with fresh rubbers and touchy pops/slings... Zoom! Set this game to high tap and watch it fly.

The Cons:
Some shots have to be banked into or lucked into with the pop bumpers. I guess this is a skill as well, but that is part of what makes pinball... pinball. I thing drop targets would have been cool (at least 1 for the Ace!).

The Takeaway:
A really fun table from Jeff Brenner. He's only designed a few tables, but they are all players. Normally I would assume that this Gottleib game was a Krynski creation. When I stepped up to it, I thought this was a Krynnski design at first. Regardless of who designed this table, it is very nicely done.
9.455/10
11 years ago
Stars is a game that I had never played before until recently. I like it. This table has a classic Bally feel to it, but at the same time still has it's own Stern Qualities.

The Pros:
A great layout with lots of targets and smooth spinners to shoot to your heart's content. Lighting all the colored star rollovers requires precision and the single pop bumper has a surprising bit of action to it. Open outlanes need good control skills on the lower PF. The chimes are nice on this deck. One of my first thoughts playing this game was "Is it just me or does the space between the flippers seem a bit wide?" Then I learned how to use the post. The flipper spacing and the post between them is a great way to learn flipper skills and how your angles on a pin-deck play out. Hitting the wandering special/100k is always a challenge. Good shots to the drops, standups and spinners mean that there is always something to do with this deck. Even when everything is lit up... RIP THE SPINNER!

The Cons:
Can be a bit easy if not set up to be a challenge (not my table though, the settings on the software make a big difference on this deck. They have got to be set up right.

The Takeaway: As a player, this game plays great. Set it up steep, tighten the tilt, wax it up nice and shiny and make sure the rubbers are fresh and bouncy. Some people will complain about this game being a gimme, but when set up properly, this game is challenging. Don't believe me? If you REALLY want to make this game nasty, get rid of the Kirk-post between the flippers and see what happens to your scores. As a collector, this game can give you a great bang for the buck. Simple, but never easy. A great example of a Stern game from the late 70's. Play it whenever you can. If you don't believe me, watch the papa.org/blog tutorial by Bowen Kerins and watch the master in action with this deck. http://papa.org/blog/2012/07/stars-tutorial . Steve Kirk is one of the unsung hero-designers of pinball. Nine Ball and the best selling Stern (version 1) deck, Meteor are his work from this vintage.

Make your shot... Survive... Make your shot... Survive...

Update:
There is an adjustment on this game that will make the Special worth a credit or points (50 or 100k I believe). Set this to score points and all of the sudden that roaming red dot becomes the absolute focus of your attention. Like a cat to a laser pointer. When this game is set up like this... it becomes a true player that makes the entire table open up for the big whammy. Now where did that red special end up? For extra Cruella DeVille points... take the lights out of the inserts. MWAAAA-Haaa-HAAAA-Haaaaahh!

Update 2:
The pop and the sling must be easily activated and strong. When set up properly, this game is a tension filled ball of nerves. IF you think this game is boring, you need to freshen your rubbers, wax the PF and steepen this deck up! The game isn't a snoozer (for a New York second), you just aren't setting up the game to be played as it should be. Nastify this deck properly and then tell me how uninterested you are playing Stars. If you're not sure about what it should feel like... Feel free to try my personal table on for size and see how dull this design is when it is eating you and your pin-fu skills alive.
9.720/10
11 years ago
Laser Cue is Alien Poker's younger kid.

The Good:
The basic premise of hitting targets and making shots all over the PF is very much in effect with this table. You have to hit those drop targets in sequence or you get punished for your inaccuracy. The same things that made Alien Poker such a good game are all here. Bonus is KING on this deck (20x!). There are 16 shots to be made by the 3 flippers. Yes you can hit the upper 3 standups from the right hand side flippers (and the upper flipper too). This game is a player that requires ball control AND sniper skills! Williams hardware makes sure that the action on this deck is always moving at light speed!

The Bad:
The upper flipper seems like a bit of an afterthought. It's not really bad, it just seems out of place. Where is the multiball? Just like it's older brother Alien Poker, it really needs it!

The Takeaway:
Wax this game up, steepen the angle, open the outlanes and get ready for a fast and furious pinball game. This game was put together by Ed Tomaszewski and Pam Erickson (of Sorceror fame). These guys didn't make too many games, but I like what they did to with this one. Some dudes won't like the art package. But that's what happens when you give a woman an art package for a pinball game. She puts her sexual POV on it! Take that you homophobic pin-boneheads! A solid player that is not that well known to many players. Find it and play it. I think you'll like it. I am very happy to have one in the stable.

Update:
Now that this deck is running nicely, I have to say that I am thoroughly enjoying this deck. Classic Williams Stargate/Joust/Firepower sounds are nicely accentuated with a bell. That's right, this game has a ringer! The shots to the top, especially the right loop to the 8 ball standup are satisfying and to really light this table up, you need to hit every shot on this deck. The rules on this table are surprisingly well balanced. Even the silly bumbling of the ball into the shooter lane is righteous if you have hit your B-A-L-L targets to light the spinner for a nice gimme, but it does not upset the overall feel of the deck. The P-O-O-L rollovers at the top of the game become progressively more valuable once you get up to 10x-15x-20x at the end of the bonuus stack. That's at least 32 rollovers to reach 20x bonus, but what a rush to collect! Personally, I took the ball guide out from the right hand side of the flipper, so this game plays extra nasty and will scissor you faster than Captain Fantastic or even Sinbad! That's right Laser Cue is gonna cut ya'! Setting the rules to tougher settings means that missing a drop target out of sequence will set you back a bit on your progress to your next set of 15. And though you may think those outlanes are small, just like Sinbad, they will eat you up raw like sushi if you are not anticipating what your ball will do. When set up properly, a million+ game will make you do the happy pinball dance. Gameplay will take you on a long and winding road to the 3x15 "racks" x20 bonus multiplier. This is not the most complex game you have ever encountered, but you will enjoy every shot along the way.

This pinball table has that "alright... let's play one more game" quality in spades. Me likey!

Update v.2:
Shooting this game is always a treat. I removed the guard wire between the lower right hand flippers and it makes a huge difference in the skillful playability of this game. Shades of Harlem Globetrotters and Captain Fantastic... you bet! The steepness on this game makes a big difference as the ability to hit the upper orbit to the 8 ball is a killer shot. IF the game is not steep enough, this shot becomes rather easy and well... the gameplay (imho) suffers for it. The theme of this game is interesting to me as I have met some people who will not play this game because they feel it is "too gay".

REALLY?

So here is the real deal. The art pax on this game was done by Pam Erickson. A woman did this art pax and with this in mind she heterosexually described men as many male pinball artists would describe women. Get it? So to all the insecure men out there who won't play this game because it offends their sensibilities, thank you for showing me who you are. Such weakness...

Update v.3:
Get to the top. Spell out P-O-O-L and keep an eye on the B-A-L-L targets as they will complete a P-O-O-L letter as well as light the spinner. Get to 20x ASAP as it holds over through the game (is this operator adjustable?). Now you can focus on collecting the billiard balls to max out your racks in bonus. Rip the spinner and hit the standup lanes for points after that. Simple, but not easy. Big scores require lots of time and can be considered (chopping wood-like) but this game can be nastified to the point of that simple is very difficult. A great game with an alwesome layout that requires you to shoot everything on the design. A true player.

Update v.4:
This pinball game is one of the best of it's vintage. Getting all 3 x 15 ball racks is not easy (software settings can make it even harder as the standard settings give you the first rack after you collect the 8-ball). This game is constantly overlooked by other pinheads and that's a damn shame. Consider other system 7 games from williams:

Warlok
Black Knight
Barracorra
Defender
Cosmic Gunfight
Time Fantasy
Jungle Lord

These are all damn fine games and define pinball for many players. Laser Cue is up there in terms of worthiness. The layout is superb. The rules are more subtle than just completing racks. Do you want to shoot for a dangerous target to advance the rack or do you want to go for one of the B-A-L-L targets to advance that ball? Do you want to complete the last letter in P-O-O-L to complete the last letter in B-A-L-L to advance to the next ball? For a game of this vintage, this game is incredibly well balanced. You got 20 seconds after plunging your extra ball. Gently plunge to the flipper as to not validate the PF and then start dropping those 1-5 / 9-13 targets without a care! drain the ball and back to 5x? shooting the top lanes is where you need to go as 20x is the only way to get the big points! The most valuable shot is the 8 ball. Build to 100k and collect at the 8-ball. The side lanes can get up to 50k as well, but are teritary values. 45k x 20 is 900k. Do you build bonus x? Do you build bonus? Multiple ways to reach that goal effectively is what this game is about. Set your right hand flippers to stage flip and more techniques become available to you to control the game. Be cool Bounce passes are your friends and outlanes are death. This game is a true player. And while not as desirable as other games listed above by many, that is a damn shame. Because this is a damn fine game and is passed over by many. I am very happy to have this game in my stable and it isn't going anywhere any time soon.
7.484/10
11 years ago
Alien Poker is a game that snuck in to the Williams line up at the height of their early 80's powers.

The Good:
A true shooters game. I love the fact that the game makes you restart the card sequence on the drop targets if you hit it out of order. That and the double flippers make your shots much more difficult to control and there are lots of shots all over this playfield. Classic sounds accompany the classic early 80's feel of this table. When properly maintained, this game epitomizes the quote: "The ball is wild!"

The Bad:
Tony Rammuni is not my favorite artist in the pinball world, but he has also done much better art packages than this. As good as this game plays, it looks that bad. I'd say it's downright ugly. I mean UUUUUGLY! Even with this art package, the game sold 6,000 copies. Imagine what it would have done with a Dave Christensen look to it.

The Takeaway:
This game is packed full of pinball goodness. It makes me wonder why Ed T. only did 3 games. Now Laser Cue was heavily based on this design and is a good game as well. I think I like this one a bit better though. I'd love to try the multiball variant that someone out there made for this game someday. Even with just 1 ball on the PF this is a great playing pinball game.
8.818/10
11 years ago
BBH is another game from Stern that follows the formula of recent tables from this company.

The Pros:
The biggest pro is in the name of the game. Making pinball games from video game licenses has not made for successful pinball designs with Space Invaders being the best of the lot... and that's not saying a great deal. The Elk multiball flipper diverter is a good idea that I don't think I've seen before. Stack those modes, if you care to.

The Cons:
To the programming team: I know you guys have made great games in the past. I know your production times are shorter and there is less money to go around... but the rules on the last half dozen games or so have felt like they were copied and pasted into different rulesets. Hit the xxx target 3 more times for xxx multiball. Hit the zzz target 4 more times for zzz multiball. Complete the lights and hit the big hurry up for unbalancing scores... Add to this the fowl and ram shots that send your ball SDTM from the top of the PF. I will call the BG a success in the fact that it makes me want to shoot the the antlered rat that adorns the image with a rifle.

The Takeaway:
Frustrating, boring and not even the deer on a stick can't save this hunting canoe anchor.

Update:
You know what... This game has a much better ruleset than I originally gave it credit for. I also have to give John Borg Credit for creating one of the more ingenious toys that pinball has ever seen. The Elk target/diverter/shot blocker is like a diverter on a ramp, but it's on the PF and can wear many hats. I have to say, it's simple, effective and makes a difference in the way you play the game. Considering that this game was released between Enron Mang and Flavatar, it makes perfect sense.

And to the rules... Lonnie and Lyman did a great job with the stackability of the multibawlz ruleset on this deck. Better executed since anything seen since 2003 and the height of Keith Johnson's devotion to rulesets. The only thing I really don't like is the insta-doubling of PF scores from the Ram Kicker. It's a single shot that really has to be saved at the start of multibawl when the saver is lit. There is balance to it for that reason alone, but it is one of those it's either too easy or too hard to deal with. You have to earn all of your multiballs to get to the wiz mode. Bird multiball should not dump your ball SDTM, but the post adds enough random motion to the ball when it drops to make that percentage higher than it should be.

So here's the rub. After getting more miles on this deck, I have more respect for it. But the key ingredient is still missing. This game isn't fun. It's a challenging chore. I may devote more time to it to make sure that I know what to do when I encounter it at a tourney, but pinball should be fun, not work.

Update v.2:
This game may be one of the most difficult and frustrating games to attempt a wizard mode with. This game is HARD and once you "get it" is truly challenging. You though BSD was out to get you? Having trouble with I-Ron Hubbard Mang? Nope... BBH has got your number and is out to make you look sillier than some joker in a ghile moss suit sitting on his butt waiting for a bird to come on by just before thanksgiving. I am under the impression that the programming team just said "let's make them cry". Borg already put that cursed left outlane (seen once again in I-Ron Mang) to make sure that any ball out of control would be leaving the PF with the quickness. The "Sucker-Buck (tm)" target will make you consider the angles of any shot you make on the lower PF because you HAVE to hit that antlered rat over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over.

and over and over and over and over and over...

and over and over and over and over and over...

A truly challenging game for the pin-holic-sado-masochists among us. If someone could take footage of the wizard mode, I'd love to see it.

Updtae v3:
As you can tell by my initial review of this game, my tune has changed. I may have to get a copy if I can source one. I have to give credit to Zach and Kevin McCarthy from Blizzard Mountian Pinball again. Their copy is in excellent working order and having great players give me the breakdown of the game made a difference in my ability to understand it's best means of play. First I'd like to say that this table may be the most brutal game that Stern (v.2) has ever released. Yes, Even more difficult than the perennial favorite, Iron Man. Learning how to setup and stack the Bird multiball with the Ram playfield doubler is key. Big points do not come easily on this design and a double-double super jackpot is 8 million points (not to mention the points you got getting to that double-double-super jackpot). The Moose ramp may be the safest way to make some points on this deck, and that feed out of the bird lock is real trouble, even with the on the PF diverter in the mix. But if you really want the win, you have to risk the bird. The froggy-mode is hilarious, but like many other parts of the game, not worth many points. That and the flipper/diverter really is a brilliant PF mech. I wish it was more reliable... They didn't make a lot of these games, and the crossover video game license is an unusual one. I also have to say that when a game makes me laugh out loud just on a callout... MOAR FUN! Stackability is awesome on this game and if you REALLY get into the software options on this table, you can make it a lot of fun for the kids. Lyman wrote the code on this game, so you gotta earn those points with the opportunities you make for yourself. While it is not immediately apparent, I have finally seen the light and recognize this game as a true player that steels a player to give it their best at a high level of skill. I love being wrong about pinball games. I was wrong. Now I know better. And once you know what to do and your skills are up to the task... go find one if you can and gits to huntin'...

Update v.4:
This game is a sado-masochistic pinball challenge. You must hate yourself enough to play again. But you must...

you must...

you must play again!

only a few have ever seen the Open Season wizard mode with the glass on. But who has rocked it?!? Ask ZMac!

Update v.5:
For the truly pinball challenged that crush all games into wizard mode dust. Try this one on for size. It is no joke. 4 bird multiballs is a beast. Plus all the other multiballs to get that monster buck. Then you can get to open season and die knowing you really can play pinball.

LFS - RIP
7.788/10
11 years ago
Jolly Roger is a solid late 60's pin from Williams.

The Pros:
A great layout and a really nice PF art package. Clark and Marche doing what they do best. Good flow and a solid risk reward for shots. Nudging at the top lanes for the 100 point rollover is always nice as it is spread across the PF with 4 lanes. That top standup is a tough shot from eeeeti beeety fleeepers. The action is all about the pops on this deck.

The Cons:
I really am not a big fan of the BG. I'm a huge Marche fan... but this one does not do it for me.

The Takeaway:
This is a good game. Find one if you can.
6.954/10
11 years ago
I really have done everything I can with this game. It has surprised me and then let me down and surprised me again, rinse and repeat. Dennis Nordman is a greatly under appreciated pinball game designer.

Pros:
Fun shots, combos and the handles are well integrated into the design. Multiballs are fun and thought out. Your scores are better by playing with the handles as designed. Pressing the thumb buttons at the right time help things out in a pinch. Demolition time (now with add-a-ball!) and the super duper jackpot at the end of the last multiball are a hoot. Man the ball screams around the pf when combos are being linked! The claw is a cool toy you can use to make strategic choices in the ruleset.

Secret Tip of the day.... Say you play the game with the regular pinball buttons in the cabinet and you have balls trapped on a single flipper. Now you want to hit the secret jackpot but you can't take your finger of the button that has the balls cradled. With your free hand to push the thumb button and then USE YOUR NOSE to press the other button simultaneously. You can leave a boogie for your opponent's turn if you want to or be nice and wipe off the thumb trigger when your turn ends. I have named this move "The Schnozzle"!

Cons:
Linda Deal painted 3 big heads on the bg. Doug Watson's design looked so much better. It just was not meant to be... This just confirms my belief that Wesley Snipes acts like a spoiled child. Game difficulty needs to be adjusted for play to be "somewhat" evened out. What really needs to happen is the game needs to be adjusted on a deeper level. Why shoot for the car lane or the eyeball, ever? That's the left hand 1/3rd of the playfield.

Takeaway:
A good game that really should have been great. Who knows the software was altered once already, it may happen again. Here's a simple request for a code jockey out there with some time on their hands. Each of the cryo claw awards can only be collected once before the rest are collected. There. Now the game requires a much more fully balanced play strategy and approach.

Update, Good news! my prayers have been answered. A European gentleman has taken a P-ROC board and invested some serious time and effort into this game. We shall see what he comes up with! It's almost as good as buying a new game!

Update v2, Good news came too late. Sold it to a fellow pinhead for a friend's wedding present. Happy Ending: A good game that has gone to a good home.

Update v3,
After listening to a friend who knew the game even better that I thought I did, I have to upgrade the scores a bit. Yes this game is still all about multiball modes. Even with the claw disabled, multiball is where the scores are at. The good thing about this is that for the longest time I thought the game had 2 sets of rules for multiball twice over. This is not the case there are some subtleties that make a big difference in the third and fourth multiball in particular. This of course can only make the Demolition Jackpot even sweeter. Shatzing the inlane to the Saucer for the "Huxley" award is one of my favorite shots on the B/W 90's generation games. I still hold reservations about the left 1/3rd of the game being wasted space and I have not played the P-ROC version of this table yet. So there is still hope. A P-Roc system isn't cheap, will it make a good game great? I have yet to find out. I look forward to the day when I can play the "new" version of this game and I sincerely hope that the passionate hobbyists out there that make the world a better place. More info can be found here: http://www.pinballcontrollers.com/
8.876/10
11 years ago
Defender is a pinball game based on a video game's rules. It takes a bit of getting used to, but once you get it... this game absolutely sings.

The Pros: Lots ot shots on a seemingly wide open playfied. Inline Drops at the top of the PF with a narrow alley to shoot for. Drop targets AND inline standups ala Eight Ball Deluxe on both sides pf the PF. A true sharp shooter's game. Oursler tm outlanes to make sure you keep your game on point. The locklane is nicely hidden under the right PF plastic. The game gets faster and harder as you progress through the "waves" of enemies. Just like the video game, this game is one big countdown as the waves progress, before you know it... you will get your heart rate going. THAT IS THE TRUE SIGN OF A GREAT GAME!

The Cons:
The rules... What do you do? The game is not immediately obvious. Go for the blinking lights and figure it out from there. Take a hint from the video game's rules and consider your shots from there.

Takeaway:
There is a big IF playing defender. The Big IF is IF you can find one, that works. Then you get to figure out what to do with the game's shots and rules. When you do, get your game running and hang on. Wimpy pinballers need not apply. No Man-gynas allowed. Play on Playas!

Update#1:
After another solid session on this deck, I am starting to finally get the strategies to this game. The "Smart Bomb" (above the right flipper) makes a huge difference in how the game is played out. This deck has that fast twitch requirement to play this game well (see Solar Fire, Cosmic Gunfight and Jungle Lord) for the most similar feel to this game. Even though this game's PF is not cut in half, it still plays wicked fast! I really like this deck quite a bit.

Update#2:
Now that I figured out what was going on with my switch matrix, this game is playing as it should. I'm proud to say that this game is a true player and the more you get into the subtleties of the Smart Bomb and the 3 level warp target at the top of the pf... the more this game will grow on you. Save that 3 level warp for when you REALLY NEED IT! Smart Bobms are added every other wave. I have gotten to the point where the start of the game "resets" me to the shots on the PF and by the time I get to the higher waves, the game's features become more about quick reflexes and less about thinking. The shot is lit, hit it, what's next kind of a feel to this deck. Learning the reflective shots from the lower left target bank to the lock are key and while the upper left flipper really only has two shots to make, they are cruicial to gameplay and when combined with the upper left inline drop target lane, create a surprising amount of skillful shooting from a relatively safe place 2/3rds the way up the PF. I love the fact that the left outlane is never a gimme. Skill all around! Once the game starts moving at higher waves, you will have to make quick work of multiball. That drop target in front of the lock lane always seems to activate, just when you don't need it to.

Defender is my favorite single level Williams SS era game. Yes, even better than Warlok, Laser Cue and Barracora.
9.292/10
11 years ago
Magic Clock is based on the 2 player game that was the first game with the waving standup target (thank you to g61z7 for the clarification on this matter). It does not just go side to side either. There is a pause on the left side of the cycle making this shot less random and more of a timed shot to hit.

Pros:
If you can run up the playfield... risk vs. reward becomes king at the center shot. 100 points is a lot in this game. Get those bumpers bumping to light up the table for maximum scores. The art package looks even better than Kismet, which I think looks like a damn fine game. I know people don't like the cabinet... but it's the perfect place to put your beer (don't tilt) and it looks like no other pinball game out there.

Cons:
5 balls in 45 seconds of play is not uncommon. Find one if you can.

Takeaway:
An early Kordek (thank you Mr. Mabs) classic! The outlanes are 100 points. Between the flippers... nothing. Do you shoot for the target in the middle of the pf or do you let the ball drain to the sides?
8.988/10
11 years ago
Aladdin's Castle is another Kmeic game that seems simple at first, and then it hooks you in with playability.

The Pros:
Christian Marche using one of his many illustrative stylings to ad a great deal of character to this table on and off the pf. Not the pointy people you usually see from our favorite french pin-illustrator, but still made of awesome. The loop on the left requires skill and is your money maker on this deck. Get the C/D rollovers for double bonus and you are on your way! A solid spinner shot when it's lit is ALWAYS satisfying.

The Cons:
Those damn double flippers coming back to haunt me... Must work on Pin-fu!

The Takeaway:
Paragon's and HGTR's granddaddy here. Play it when you can and have a great time! You will come on back again and again... I wonder how many copies of this title would have sold if it had a Dave Christensen art package?

Update:
This game shows no mercy. All failed shots are dangerous. All successful shots are dangerous. Go play this game and learn how to DEFEND your outs. I can't tell you how many players I have met at major tournaments who fall apart when they have to deal with a "luck box". This game is not a "luck box". it is a pinball game that requires a different set of pinball playing skills. When you successfully make a shot, you WILL NOT have the ball dropped into your inlane and SAFELY fed to inlane for a moment of respite. You must be aware, alert and actively engaged with a game like this from the moment you plunge the ball until the bonus counts off and the "game over" light gets bright.

Respect the architect, Greg Kmiec!
9.201/10
11 years ago
Kismet was one of the first game with the waving standup target. It does not just go side to side either. There is a pause on the left side of the cycle making this shot less random and more of a timed shot to hit.

Pros:
If you can run up the playfield... risk vs. reward becomes king at the center shot. 100 points is a lot in this game. Get those bumpers bumping to light up the table for maximum scores. The art package looks great. This is one of the games at Lyons Classic Pinball that opened my eyes to volumes of 1960's Williams pinball respect. Steve Kordek is the MAN!

Cons:
5 balls in 45 seconds of play is not uncommon. The lights to indicate which player's is up can be confusing.

Takeaway:
An early Kordek (and Mabs) classic! The outlanes are 100 points. Between the flippers... nothing. Do you shoot for the target in the middle of the pf or do you let the ball drain to the sides?
8.223/10
11 years ago
Radical is one of those games that had better be in someone's collecction who REALLY knows how to make it work as it should. If it is... go play it now.

The Pros:
A brilliant playfield design like no other. Great shots all over the PF for all 4 flippers. The criss-cross ramp is a thing of beauty. I usually don't like ramps less than 1/2 the way up the pf, but this lower left ramp works great. If I would describe the artwork in 1 word, it would be "Bright!". Looks great when clean and waxed as it should be. The light show and the sounds really let you know that you did good with your pin-fu skills. Hitting the ramps in succession is incredibly satisfying and ranks up there with Whitewater and The Shadow for fast and furious whammy-jammy pinball action. The whirlpool drop to the upper right hand flipper delivers fast and inconsistent drops for another looping upper left ramp shot. The million hurry-up behind the bank of 3 drops is all about risk/reward. Can you make the multiple shots needed in the short amount of time given on a high drain percentage shot?

The Cons:
The game had better be tip-top all over or it will not work as it should and you will walk away disappointed. Stong flippers are a must and I can understand why ops didn't like it. Art on the PF is great, but I don't like the BG (I know... it's a Youssi too! this is a first for me). My biggest gripe is the randomness of the jackpot awards. they can sway from 3-10 million (if I'm correct) and this is a HUGE randomizer with scores. If you want a top score... you gotta get lucky. This is why my play rating for this game is a 3/6, if you could build your JP's and really know what you have earned, this would have been an 5-6 easily.

The Takeaway:
A great home collection table that offers great play on a creative playfield design. If you want something exciting and different, this may be your game. On a side note, PAPA had this game in the A bank in 2012 with a modified ROM that set the JP at 5 million each time it was lit. This gave the game a MUCH BETTER balance to the game scoring and play strategy. So where can I find that ROM??? Had to ask...

Skaaaate...

Orrrrr...

Diiiieeeee...
7.499/10
11 years ago
Scuba is a Gottleib game that once again proves that good solid design makes what seems to be less... more.

The Pros:
A fantastic art package by Art Steinholm. He's not as well known as other artists, but his work is serviceable and this game looks great. Simple PF with a nice return lane on the right. You have to work your nudging skills to get this game to sing. Careful with the slings though, there are no inlanes. Competitive carry-over scoring on the PF ladders/plateaus are a really nice touch.

The Cons:
This game can be MEAN! You have to work for your score by keeping that ball in the upper PF. Good luck with that one.

The Takeaway:
A great and challenging game that is oh so simple, and never oh so easy.
6.244/10
11 years ago
Casanova is a very fast game when set up properly.

The Pros:
Vivid and colorful art package makes this game a joy to look at. Sunsets in Venice never looked so good. Do not be fooled though. This game is fast, and requires your attention. Great action at the top in the pops and lots to shoot for in the lower PF. Bagatelles in the BG are always cool.

The Cons:
This 5 ball game can easily be over in less than a minute with eeety beeety fleepers and no chance to get the ball back in play at the bottom of the PF if not played well. The water in Venice is dirty, but is it orange?

The Takeaway:
When properly maintained, a skills game that will test your pinball mastery. Not for the easily dismayed.

Update:
The bagatelle significantly increases the lockbox factor. You can drop a ball through one of the lanes at the top for a point and then the ball makes its way down between the flippers for a total score of a point. At the end of each ball the bag of tail kicks in. Your minimum score in the back of tell is 100 points. Could be up to 500 points. And while psychologically it may engage The player, it is not skillful play. I don't know if the bagatelle can be disabled with a switch or a setting, but if I was going to put this game in any sort of a competitive format, I would figure out a way to turn off the bagatelle or make sure that it only scores 100 points at the end of each ball. The game shoots pretty well and the cycling of the three colors on the playfield and their associated targets make a real difference. Big points on the game are at the right stand up when lit for 500 points. As long as that stand up is lit, that's what you're shooting for. It is nice to be able to shoot the ball through the lanes the take a hooking turn into the pop bumpers. But that is not easy to do with reflexive shots from 2-in flippers. All in all, between the Ted Zale Bally-like slingshots with hungry outlines and dangerous geometry, I'm surprised when the ball lasts for more than 15 seconds on the playfield. The artwork on the backlash if it's in good shape is beautiful. And the integration of the bagatelle into the back glass is excellent. It's a good game. But more like a C+ kind of a good maybe a B-. So, rather good and rather not so good at the same time leads to average. I'd rather just look at this as a fun game to play where you don't look at the score. I guess it would be fun at parties where the less skillful player has a better chance of winning on this game then on other tables that might be available, but for me, this game is just an okay pinball game to play.

"STOP!!!

plinko-time...

Doo, Doo da-doo... Dahhh- dahhh...

Can't flip this!"

- MC Plinko

(Activate the poofy-pants)
7.995/10
11 years ago
I am usually wary of games that are made in other countries other than the US of A. However, I am starting to have a sincere appreciation for the Spaniards and Italians with their creative and well thought out pinball designs.

The Pros:
Great shots all over the table. True skill from the plunger to the top lanes is required. The art package is HOT! I gotta get me one of those black "13" cats with the gravity defying bresstessess. A great variety of shots including the "A" on the lower left hand side of the table. If I remember correctly, I thought the sounds were electronic and this game was made in 1976! EM scoring reels and electronic bleeps and bloops. COOL!

The Cons:
The top of the PF is rather sparse. However when properly maintained... plays well. Keep that pop bumper snappy! j-q-k can roll in with 1 shot. 10 and K is all luck from the bumper. The captive ball can be an unbalancing factor, but the game I played, you REALLY had to smack it in the center to get the captive ball to score the target.

The Takeaway:
The game "feels" different than an American game, because it isn't. Still a really nice deck and a refreshing break from what we are used to calling pinball. And it's a great pinball!
7.804/10
11 years ago
Gay 90's is a game that is deceptive in how simple it is. Me likey.

The Pros:
Christian Marche has this game lookin' good! The Keystone Kops are goofy and the dame with the hat in the jalopy looks like she is having an orgasm. That or she's laying the most righteous f@rt ever witnessed on a pinball game. That's right, you heard it here first. Pointy People gettin' off! The game itself is a building of shots that lead to collect bonuses. OR you can play the game to have all outs blocked. Either way... you are going to have fun. Shooting the moving target is all about risk/reward.

The Cons:
The drops at the top of the PF are rather sparse. I guess the Williams drop target banks (that we know and love) had not been invented yet.

The Takeaway:
A cool game that is super simple and if you do not get your ball exits taken care of... can be really quick. I also have to say that if the upper bumpers were live... the ball may have never gotten down the PF. But I will say that lanes or another design element at the top of the PF would probably have been a better option.
8.284/10
11 years ago
Aztec is a fun EM game by Williams from the mid-70's.

The Good:
Nice action with the pops and if maintained properly, deadly fast. Super accessible and the top arch offers great nudging over the top rollovers. With over 10k made, should be easy to find one for a good price. The Christian Marche art package is solid.

The Bad:
There are 2 shots in the game. The orbit on the upper left and the kickback lane on the upper right. Everything else is rebound/chaos death. The upper right kickback lane better work or this game stands still.

The Takeaway:
This game is alright, but there are better options from this vintage from Williams (Grand Prix and Space Odyssey/Mission) to keep you a happy pinhead.

Update:
Learning how to light the double bonus (Z and T standups and then the kickback) makes dangerous shots necessary when you need the win. Often these targets can be hit off the slings. 25-50k from the kickback is very worthy and a lit spinner can easily award 20-40k when the spinner is slick and the shot rips. double bonus of 100k is king though. The table needs to be set up to be nice and tight with the tilt or it will roll very easily. A good game in tourneys, but I find it to get old really quickly unless it is dialed in just right.

Update:
I got my hands on a nice copy and helped a friend tune it up. This game now in the likes of FishTales and Alien Poker as games that are skillful challenges. These games are not deep (yes I know... Aztec is an EM) but they WILL make sure that your game (and a bit of luck) is on point. Get the T and the Z and the upper middle lane and your life is going to be a happy pinball dance. DC pops and flippers mean that this game is deadly and FAST! Williams made over 10k copies of this deck making it the most heavily produced game after Space Mission/Space Odyssey and Grand Prix. This game plays well and sucks quarters quickly. Find one if you can and get ready for battle!
7.316/10
11 years ago
WHO Dunnit is a game that had so many things going for it, but once again the execution of the rules just kills the play for a more serious player.

The Pros:
A brilliantly executed theme of gumshoe murder in a casino. The characters are well flushed out and it feels like playing a game of Clue (Hasbro). Animations and sound calls are perfect for this game. Linda Deal did a fantastic art package to set the ambiance of this table. I love hearing the pop of the champagne bottle. Oursler tm outlanes require attention as always. The shots in this game are well laid out.

The Cons:
The quotes become recognizable and the game becomes monotonous after getting to know the paths the software takes (Randomizer anyone?!?). The center ramp becomes a gimme shot after a few plays. Gambling is a good way to add to the risk of the game, but it takes away from skill when playing the game. Not as well put together as Jack-Bot with the gambling theme/implementation, but still a good bit of fun. Scores are completely unbalancing with multiball.

The Takeaway:
A fun game for an escape into the world of WHO Dunnit. I understand that the "mysteries" have to be programmed into the game, but is there a way to piecemeal up the "clues" (audio annd visual) and have them placed into bits that add a more random factor to the story of the game? The mystery is the same but the names switch about a bit? I don't know this is a tough one... Calling mystery programmer!!! Maybe a little too serious for the kiddies, definitely a little to light on the playtesting for players.

The update:
Even in tournament settings, this game has serious balancing issues. You are either getting a few million or a few billion right quick. It'd be different if the challenge was CFTBL like for billions, but it's not. Know the rules if you see this in a tournament and go for the Penthouse and multiball. Chance your way through roulette, but why bother unless you are in tournament mode and then you can count on winning every second hand.

Update v.2:
This game is a great game for a home collection where it isn't the only game. Solid shots and while the rules aren't the best for tourney play, they are fun for home and location play. Enjoy it for what it is and have a great time!

Update v.3:
This was not a game I was expecting in my collection. However, my lady loves it. We would go over to a friends house who had a copy and she would specifically tell him “If you ever think about selling this game, I’d like to buy it.“ wouldn’t you know, he decided to sell the game and I actually bought a pinball game for someone else besides myself. What a concept! The game needed work and after going through it a bit most of my thoughts about the game are the same. It’s fine, it’s not a true player and certainly not something that would be viable for competition outside of the pin golf tournament. What has changed is my impression about the theater of the game. The music on this game is awesome! And the voices, while sometimes languishing a little bit longer in the description of the crimes being perpetrated, are well done and in character. The light show starting the multi ball is one of the best out there. And while the game is never going to be a great game, it’s a fun game. It’s a good game to have at the party when friends who are addicted to pinball like you and I are, come on over and play. The ramp in the middle means that the game is “easy” to get. Accessibility and intuitive instruction is something that pinball struggles with. Especially with more complex rule sheets and playfield designs.

This game is easy to understand and shooting center ramp is always fun. The mousing around raising target bank is an excellent addition to the variance of this game. Well the score balance isn’t great, the game is still fun to play around with. Believe it or not, the shots to either side of the Tonys palace ramp, requires skill and well placed shots.

Well the game stick around? Well, as long as she likes to play it. It will. Well, Who Dunnit? is a fun game and sometimes that’s what you really need out of pinball.
5.963/10
11 years ago
Star Light is a game that SHOULD have seen more production. Was it the operators at the show who killed it because they thought it looked boring? Who knows.

The Pros:
A game that looks sparse with nothing to do. This is NOT the case. 10 rollovers in the bowling pin formation. A second button on the right hand side of the game works with the 5 rollovers at the top of the pf. This offers double layer scoring (ala barracora) at the top of the PF. Nudging and quick flipping skills are mandatory! Oh yeah, this game has a great multiball with double scoring until less than 1 ball is in play! The left orbit to the top is a tight shot that requires skill. STAR and LIGHT targets are at an angle requiring sniper like aim. Great "Defender" sounds (if memory serves).

The Cons:
The art team of Blazek and Smeltzer did not do the best job with the BG... they were never heard from again. Super rare. I wish you the best finding one to play.

The Takeaway:
Considering that Williams was making games that were of lower cost to the operator... Barry Oursler and his team did a fantastic job. No toys, no ramps, no plastic thingies to break... just pure pinball fun with a simple layout and well balanced rules. Consider that this was 1984 and pinball was at the brink of dying off. Good thing Barry also made Space Shuttle as his next table (with ramps and toys that break easily). This deck may have been sacrificed for the greater pinball good, but it's still a great game to play. With only 100 made... good luck finding one. However if you do... give it a few games and find the player that this table truly is.

Update:
Once I sunk my "claws" into this game... My scores got higher and higher and higher. No spankings by this table to put me in my respectful place. After a while, this game became boring. Unless this game is nastified (Oultane posts raised/removed, in/outlane rubbers removed and possibly lightning flippers installed) This game seems to get old rather quick. scored downgraded accordingly.
7.833/10
11 years ago
Jurassic Park is one of the best Data East games made. There are a few players out there who love this and really have the game down. I'm learning from watching them play the table.

The Pros:
Good PF Design and multiball. The dino eating the ball is a fantastic toy in action. The Raptor pit is a hoot. Knowing when to use the missle is KEY to success in this game. As noted by many others, this game is a great deck for the money. The raptor kickback is the first of many in your face kickers that we will see from later DE/Stern tables. The Dino toy eating the pinball off of the toilet is a brilliant idea.

The Cons:
It has a Data East feel to the table. T-Rex is prone to failure. Artwork is muddy on the PF. BG is cool with the dino above, messy with crowded actors and other nonsense below the Jurassic Park title (Just like the movie!) The Dino seems to be broken down quite a bit.

The Takeaway:
A very solid playing game from Data East. IMO, it comes in third behind Tales from the Crypt and then Tommy. Not for my collection, but I like to play it in other people's homes and on location. Some people call this game a TAF clone, but I don't feel that way. This game has some similarites, but it is definitely not a clone. The shots are different, and the rules are definitely different from the Lawlor classic.

Update:
The more I play this game, the more I like it. This deck has easily caught up to and possibly surpassed in my DE book. Once you really understand how multiball and CHAOS multiball work, this game opens up even more to you than you might think it would. This is a solid game that could compete with all but the best of the B/W stable and stern's new offerings.

Update V2:
People bag on Borg for this layout citing Whirlwind and tAF as what he ripped off from other designers to make this deck. I don't think that this is the case. The lower left hand side of the PF may look like whirlwind, but there is no orbit shot that leads to it from above. 2 PF holes and 3 pops do not make for a complete PF, and there are features on this table like the T-REX and even more functionally, the spitter kickback. Check out the Mystery Programmer project here: http://www.pinballcode.com/jp6 and take this game to the next level. Details, some small, some not (Switch 28) have been addressed to make this game a more balanced and better playing experience. This game is better for it and this labor of love must be recognized and lauded. If you have a copy, you owe it to yourself to get some ROMs burnt and play the heck out of it! This game is SOLID! Scores updated accordingly.
6.090/10
11 years ago
Strikes and Spares is a Bally table that is fortunate to have a wonderful art package and a deceivingly simple layout that hides the fact that this is a challenging control/shooter's game.

The Pros:
The redhead on the BG. I'd like to know who the model was and find her daughters. We need to make babies. The gameplay is deceptive in the fact that the bank of rollovers is something to aim for in itself. sometimes you can get lucky and the ball bouncing around can get the target you want, but this is not something to be relied upon. Lots of insert shots in a seemingly barren playfield.

The Cons:
Maybe this is just me, but that center rollover lane at the top of the PF seems to be slightly narrower and higher than the A and C lanes. It could just the game I am playing... but since that lane lights the spinner and other goodies on this deck, it is most frustrating. Once the shots are felt, the game can be a chore. Back to the top lanes and nudge/hope for the "B". The left and right orbits are all there are to shoot for on this game. Everything else is a lucky (or unlucky) bounce. 45 second games are not uncommon.

The Takeaway:
A decent game, deceptively better game than it initially seems to be. Kevin O'Connors work is perfect for the game and makes the rather stale theme of bowling sexually charged and silly at the same time. Ah, the power of misogyny. The looks of the game IS the selling point for this deck. This table also balances fun and skill quite nicely. Once you get to know it... the play is simple and it sings.
8.003/10
11 years ago
This rating is based off of my review of the standard LOTR game. Lord of the Rings is a pinball journey based on the books and stories of JRR Tolkein.

The Pros:
Great theme and programming. You can lose yourself in the game for an hour or three, easily. Modes and multiballs are well thought out and implemented. Dwight Sullivan and Keith Johnson should be given a medal for the amount of work that they did AFTER the game was released. True geeks at heart giving it all for a theme they love, just like they did with TSPP! This version of the game looks less cluttered without the happy-meal toys. The shaker is a nice addition to this deck.

The Cons:
The Gollum shot. Don't get me started as it seems that the ball is only supposed to go into the pops behind it. Valinor can take forever to get to. It's "wizard" mode, not a "you're gonna be as old as gandalf before you get to it" mode. Yeah... Ok I admit that I've never gotten to it. Must work on pin-fu! Artwork is muddy on the pf. I like the BG even less as the gold outlines are blocky and remind me of the mustard that I put on my pretzel at the county fair.

Takeaway:
Set this game up to your personality (settings and outlanes) and enjoy the ride. This is one of a few newer Stern games that really is well executed. a truly challenging game that is an epic journey in itself. Well done guys.
4.975/10
11 years ago
Wipe Out is a pinball game that has some great shots on it and takes the theme of a goofy ski vacation movie.

The Pros:
A good layout with lots to shoot and two toys that work well. The color scheme on the PF with the molded plastics makes the theme work like a charm. Stealing a multiball may be technically behind, but it's still a great way to play pinball with friends. The chair/ball lift and the Slalom run/path of adventure are very nicely done.

The Cons:
I wish the Double Your Score feature could be disabled on all Gottleib/Premier/DE games. The game has the shots, but not the balance of a well designed and tested pinball deck.

The Takeaway:
A fun game that I'd like to get to know better. Right now, I think if it is working as it should (just like every other pin-table) it plays ok, but like most Premier games, the play and rules are miles behind what Bally/Williams was doing in 1993.
6.215/10
11 years ago
Bad Girls should really be called Ugly Girls that are fun to play with.

The Pros:
A flipped Eight Ball Deluxe playfield with some creative additions and a vari target. Lots to shoot for and lots to do. The rack under the PF window helps keep your eyes on the PF. Jon Norris did a great job with the PF. The Skill shot is nicely done. Multiball is simple and well implemented. A row of standups behind a row of drop targets is always something that requires skillfull aim... and therefore, I love it.

The Cons:
Tiny blue numbers make me squintilize my eyes. I shouldn't need glasses to play pinball. Where did Constantino Mitchell (his work is hard to look at in illustration or photographic form) find the models for this BG??? Let's hope these bad girls didn't breed.

The Takeaway:
This game looks so Bad that it adds to the table's charm. I know a good joke (on me, the pinball player) when I see one. A most entertaining table to play with lots of good shots. Now, if the looks of the game offend you so much, go play a game that looks great and plays like a complete trainwreck. Get your game on play a Lost Wrold, Nitro Ground Shaker or a Champion Pub. Then come back to this game and enjoy a better playing than looking pinball game. A good flipping/borrowing of EBD PF. If you can find one cheap and enjoy playing the deck... why not? It'll look great next to your World Poker Tour.
4.369/10
11 years ago
Cybernaut is what happens to pinball when there is no money to be made in the business. The Golden Age of Bally has past, games like this are what we are left with.

The Pros:
Considering the cost to produce this game, Kmiec and Co. were able to get a great deal from this design. The skill shot from the tube shot is cool. Multiple rows of drop targets are borrowed from Vector. The Alien's gun on the BG reminds me on Neal Adam's designs. Doug Watson did a great job with this art package. The tube rolling the ball back down to the lower PF or to the plunger is a simple and great design.

The Cons:
Simple and easy. Not a good combination for the pinball player who wants a challenge. Third flipper is a waste.

The Takeaway:
Considering what they had to work with, the team did a great job with what they had. Unfortunately, this is still not very much. The similarities to Xenon with the tube, the tictac rollovers and NO MULTIBALL shows you what 5 and a half years did to the pinball industry. Ouch, right in the tenders!
6.503/10
11 years ago
Excalibur is an interesting game to play. Different and interesting. An EM design with a ramp in the middle of the PF.

The Pros:
Drop targets that require sharp aim and a single ramp with 2 entrances and 2 exits. Simple rules make this game fun to play and easy to understand. All 4 flippers need to be used to make the targets and the red bank at the top of the PF requires shots from the upper flippers and action from the pop bumper. The locks dropping balls quickly into the inlanes makes multiball a matter of controlling your pinballs as quickly as possible your top priority. The ramp punished poor shots with immediate rebounds towards the flippers, so get your aim straight. Graphics on the PF look bright and are spot on for the theme. Trudeau and Norris did a great job on this deck. It feels more like Norris at the top of the PF and the Drops. The ramp feels like something Trudeau would conceive of.

The Cons:
Hard to find. The BG is one of the worst ever made. Constantino Mitchell... put down the airbrush before anyone else gets hurt.

The Takeaway:
I have only played this game on one occasion, but when I did, I remember playing at least a dozen games that I enjoyed before moving on (Thank you Basil). I came back later in the day for more pinball goodness with this table. This is saying a lot about this deck, because Basil has a wonderful collection. Find this table if you can and play it all day.
8.848/10
11 years ago
Well I finally got the chance to play this game after years of searching.

The Pros:
A damn fine SS remake of a damn fine EM game. This is the only one of the Gottleib SS remakes that captures the brilliant feel of its EM Counterparts. In someways I like it better with the more complex and intricate rules. The good news is, it's still all about the drops. Find it and play it if you can. I'm looking for one for my collection.

The Cons:
I don't know why, but I liked the little flipper on the upper left better than the big one that is on this version of this design. The BG is some of Larry Day's best work, but I am nostalgic for the Gordon Morrison look that I grew up with.

The Takeaway:
Between 7 different art packages and 4 types of gameplay (EM replay 1 player, EM add-a-ball, EM multiplayer and SS with adjusted rules) with the same PF, this game was produced about 18,163 times. This design transcends technologies, rule sets and was the last game that the great Krynski put his name on. The master craftsman will be missed. Rest in Peace Ed.
9.205/10
11 years ago
Oxo is a game that is ahead of it's time. X's and O's was the next iteration of this design over 10 years later. This game also exemplifies the idea of simple, but never easy pinball gameplay.

The Pros:
POINTY PINBALL PEOPLE ROCK THIS DECK! Christian Marche did an incredible job with this art package. Caribbean colors and poses that convey energy and excitement in all directions. I know my joints don't bend like that. My knees wont take your eyes out either. Norm Clark put together a great layout that shows you that skills , nudging your top lanes and sharp shooting are what great pinball is about. The blue and green pops keep the action moving up top as well.

The Cons:
You have to set this game up evil and nasty to get the most out of it. I don't know if this game has a high tap setting, but if it does, let the pinball juice flow! Open the outlanes, wax the PF and adjust your pops and slings to feather sensitivity, otherwise things can get too easy.

The Takeaway:
If you can get the difficulty/balance right on this pinball game... you will never want to stop playing it... ever.
6.982/10
11 years ago
Big Shot is a classic game that needs to be set up with speed in mind.

The Pros:
A simple and well thought out design that makes the most of the drop targets that Gottleib is known for. The sharp angle on the banks make sure that your shots have to be on target. That last target up on the table is always the tough shot to make and the most stressful. Watching that ball drain with only one target left is oh so deflating. Makes you want to play some more...

The Cons:
Scoring is unbalanced with bonus being too heavy with the last ball. You'd better play the last ball the best you can, because that is where the points will come from 3k for each drop target put down. 1k, 2k, and 3k. That's the progression we have on this deck.

The Takeaway:
An unbalanced rulesheet makes for gameplay that is unbalanced toward the last ball played. It's a shooter that could be so much better. The most you can do is wax it up, steepen it and take the lower bumper by the inlane/outlane entrance by the sides of the table... and you might have a player.
6.702/10
11 years ago
Hot Shot is a classic game that needs to be set up with speed in mind.

The Pros:
A simple and well thought out design that makes the most of the drop targets that Gottleib is known for. The sharp angle on the banks make sure that your shots have to be on target. That last target up on the table is always the tough shot to make and the most stressful. Watching that ball drain with only one target left is oh so deflating. Makes you want to play some more...

The Cons:
Scoring is unbalanced with bonus being too heavy with the last ball. You'd better play the last ball the best you can, because that is where the points will come from 3k for each drop target put down. 1k, 2k, and 3k. That's the progression we have on this deck.

The Takeaway:
An unbalanced rulesheet makes for gameplay that is unbalanced toward the last ball played. It's a shooter that could be so much better. The most you can do is wax it up, steepen it and take the lower bumper by the inlane/outlane entrance by the sides of the table... and you might have a player.
8.030/10
11 years ago
“Play Pool is a classic game that needs to be set up with speed in mind.

The Pros:
A simple and well thought out design that makes the most of the drop targets that Gottleib is known for. The sharp angle on the banks make sure that your shots have to be on target. That last target up on the table is always the tough shot to make and the most stressful. Watching that ball drain with only one target left is oh so deflating. Makes you want to play some more... Add-a-ball is a good way to go on this deck.

The Cons:
That saucer is impossible from a direct flipper shot. You'd better have a soft touch or a good way to angle your shot off of another target to try to get the 8 ball to sink.

The Takeaway:
A simple and fun game that works well without the bonus count unbalancing of Hot Shot. In this case simpler is better.
6.982/10
11 years ago
Pro Pool is a classic game that needs to be set up with speed in mind.

The Pros:
A simple and well thought out design that makes the most of the drop targets that Gottleib is known for. The sharp angle on the banks make sure that your shots have to be on target. That last target up on the table is always the tough shot to make and the most stressful. Watching that ball drain with only one target left is oh so deflating. Makes you want to play some more... Add-a-ball is a good way to go on this deck.

The Cons:
That saucer is impossible from a direct flipper shot. You'd better have a soft touch or a good way to angle your shot off of another target to try to get the 8 ball to sink.

The Takeaway:
A simple and fun game that works well without the bonus count unbalancing of Hot Shot. In this case simpler is better.
9.455/10
11 years ago
King of Diamonds, I'd heard about it before. Now having played it in good working order I can say that this is one of the finest examples of the game during this era in pinball history. Heck, it's got more play in it than most games made 30-40 years later.

The Pros:
A true players game. Strategy that has to be play and shot driven. Similar to many other great Gottleib games in that loose play will only get you so far. Just like other great titles like El Dorado, there is a matter of diminishing returns for slop. Before too long you have to plan and execute your shots. This may mean spinning that wheel a few times before your desired card shows up. That can be tough with eeety beeety fleeepers. The roto-target is way sweet! A true player for the pinball ages.

The Cons:
Finding one that works as it should can be tricky. That space between the flippers looks like the grand canyon.

The Takeaway:
Let me say this again... Ed Krynski is the MAN! The Art Setinholm package works perfectly with the theme. Not the most detailed or intricate graphics, they just look as they should and make sure you know you are playing a wonderful game. Get your game on with one whenever you can and count yourself lucky when you do. Play it again and again and again and again...
4.151/10
11 years ago
I gave Vegas a few plays at the Rocky Mountain Pinall Showdown a few years ago. I haven't seen it since. One of the "Street Series" games from Gottleib.

The Pros:
A cool around the PF shot that can be a entertaining. Simple rules and a row of drop targets next to a row of standups all facing the same way. The left loop from the right flipper rips around the PF and makes you pay attention to your on the fly flipping.

The Cons:
Eeeety Beeety blue score displays are difficult to read against a bright pink BG. After a few games I walked away and didn't play it again for the weekend of the show.

The Takeaway: Vegas, a nice place to visit, but I wouldn't want to live there. A Jon Norris design that makes a few shots quite interesting. Rules were imbalanced, but unfortunately, this is not uncommon for Gottleib decks of this era. The electronic roto unit is an interesting application of an idea. Why couldn't Gottleib let go of of this idea? I mean it works, but it just seems a strange variant of an older technology.
5.595/10
11 years ago
Mario Andretti is a game that is somewhere between the top of the line games that Gottleib made and their street series.

The Pros:
This game is FAST. The right orbit to the left flipper can make even the twitchiest reflex player pay attention to what is happening on the PF. The car heli-spinner is a really cool randomizer that is well integrated with "Spin the cars around" mode. Jon Norris loop shots make the most of PF space. The hairpin turn splits the middle of the PF in half and makes you consider your shots carefully.

The Cons:
Not the deepest ruleset. The art package on the BG in particular is ugly. Mario looks like he's made out of orange clay.

The Takeaway:
Take away the crummy BG art and sounds and you will find a really good good skills game. It's fun and if you can pick it up cheap... give it a spin (holds head in shame for the awful pun). One of the better racing themed pinball games out there actually. Indy.5k is head and shoulders above this game though.
1.259/10
11 years ago
Algar is a game that plays like it looks, absolutely horrible. Coming from Williams during this era is a real feat of falling flat on it's face.

The Pros:
The sounds are unusual and cool, take a hit of acid for maximum effect. Center shot/loop to left flipper is tight and requires accuracy.

The Cons:
Has to be Constantino Mitchell's muddiest and most crowded artwork ever. PF design is convoluted at best. Lionman's (Swords of Fury) b@stard wall eyed father in his full glory shows uphere. No flow whatsoever. For a game this wide... that ball travels side to side ALL THE TIME. The trapped balls use an interesting mechanism, but why not just use drop targets? The trapped balls take up a huge amount or real estate on the PF. Good thing this is a wide body game... right? Um... maybe nothing can save this boat anchor.

The Takeaway:
[Steve Ritchie refers to Gorgar here:] "Gor's brother Al" is what we used to call Algar. The Gar family kind of died after that. I don't remember BK as having anything to do with Algar's failure. BK was a narrow body and built on a different line than Algar. Algar didn't earn money. I think Al was just a dud of a game."

This game is rare for good reason. It's a stinker! Steve Ritchie was right!

Update:
Even as a tournament game, this deck blows. The biggest points on the deck are from the 3 captive balls. Knocking a captive ball drops is into the mid-outlane on the right slingshots. A successful shot is almost always rewarded with a drain. Risk/reward, my left foot... this game is just absolutely horrid!
6.791/10
11 years ago
Rollergames is a good pinball game with an absolutely horrible theme.

The Pros:
Shots to be made everywhere. In particular the 1-2-3-extra ball lane requires sniper like aim. The magnet by the upper flipper is implemented incredibly well and not seen again until Stern-Elvis. Multiball is incredibly fast and scoring the JP from the upper flipper is TOUGH! Your biggest points are on multiball and the "WILLIAMS" pit shot. Neither of them are easy to achieve. The combo shot is a daddy of the "Picard Maneuver"... super sweet!

The Cons:
I'm not a fan of the double kickout left outlane. It seems to be a waste of space and tech that slows down the ball on what could have been just like the F-14 "line of death" kicker. I'm not a big fan of Pat McMahon's artwork to begin with. The Pepsi logos make me want to hurl. I want to play pinball, not look at advertising and corporate logos (other than bally/williams, I mean... it is their game). You'd better keep the kickout lit, to the point where it will be your goal for the game. I'm not the biggest fan of the VUK random awards. Some people like the music... I'm not a fan of it.

The Takeaway:
Flippers had better be at full strength. Especially the upper flipper. That ramp is STEEP! This game plays like you would think a Steve Ritchie game would play, fast and furious. Overall, this game's a bit more stop and go than some of SR's other designs, but as a player, it's a great game on it's own. If you can get past the mank nasty theme and artwork. Give it a shot.

Update:
The music package on this game is growing on me. The sounds are solid too. But the ads on the PF and the art pax still suck donkey nards. Ooooooh lookkeee there... THERMOS! A great playing game that should have been themed anything else.

Update v.2:
This is not a complex game. It is a fun game. There is a lot of fun pinball in this box. When you get a nice copy to play with, this design shows it speed and it's quality of gameplay. The power on the 3rd flipper has to be good and the nylon bushing through the playfield needs to be fresh. Transmitting the force from the bat to the ball has got to be done properly as that ramp makes or breaks the gameplay with this design. That and the two solenoids on the left hand side of the playfield need to work or the ball never gets out of those areas.

Small bit of trivial information about this game: Share Data made PC \ video games like "Avoid the Noid".

Now you know.
6.464/10
11 years ago
Elvis is a game that seems to be designed well by Steve Ritchie and then when it got to the artwork... the Elvis family estate committee came in and had their say.

The Pros:
Good shot selection and toys that do not seem to get in the way of the game itself. I like the heartbreak hotel shot as it requires you to make a tricky shot during multiball with other balls flying around the lower PF. The shoot the ramp shot from roller games is implemented as it should be. Ritchie Flow is in full effect. The saucer shot locks as compared to the LOTR Gollum VUK, but it works 1000% better. The rollergames magnet by the upper right flipper is a welcome trip down pinball memory lane.

The Cons:
There's 7 images of the Elvi with his name in big red letters behind the central figure. We get it. This game is about...

Elvis.

So why does it not seem to matter? I could harp on the DMD animations, the PF graphics clutter, but it does not matter. I am just not feeling this theme on this game. You'd better have strong flippers if you are going to make your shots around the orbits or the ramps. Dance Dance (pin pin) fever is completely memorizable. Same thing with ST:TNG... what is it with these video modes written in stone?

The Takeaway:
This game plays great. It's fun to play. But I get the idea that if this game was themed just about anything else... it would still play great. What do you think about a Mr. Rogers pinball game with this playfield... so, won't you be my neighbor? How about a pinball game themed on BACON!

The King is dead... long live the King...
8.028/10
11 years ago
Elvira and the Party Monsters was one of those games in college that I could not stop playing. Just hanging out and hearing "Thank you boys..." made me smile if not laugh out loud every time I heard it.

The Pros:
This is a stunning example of the perfect execution of a theme. Now, Elvira is not a huge movie star, she's the host of a late night B-rated horror film show. Puns and innuendo are everywhere and the hostess seems to be having as much fun speaking the audio quotes as the player is playing the game (this is a very good thing). Shots and targets are very nicely laid out with shots being short and long on this deck. Starting multiball had a great audio/light show that in my opinion, rivals The Addams Family. Greg Freres knocked it out of the park on this art package. It was so good, he had to add a "Modesty Patch" to it.

The Cons:
The ELVIRA and multiball JP awards can be unbalancing to everything else in the game's rules. The outer lanes hit the top of the slings, sending your balls into the outlanes across the PF. I guess I have to get better at my nudging skills on this table. Left ramp all day long...

The Takeaway:
A tongue in cheek personality realized beautifully through a pinball game. The table plays well, but scoring is unbalanced. Fortunately Dennis Nordman and team refined this PF and added better rules to it in the Indianapolis 500 pinball game.

Update V1:
Left ramp all day. But in multiplayer games, you can steal balls from your opponents. So, play better! A great design that could use an update on the rules, but even then... what's wrong with playing pinball games for fun?!? I like it better than Whoa Nellie!
8.403/10
11 years ago
This game came to me as a fluke. I had never played it before and after having messed around with it a bit, decided to jump in and am glad I did.

The Pros:
The playfield is YEARS, (more than a decade) ahead of it's time. I would like to try the add-a-ball version some time. Shots require precision and skill to make the "bumpers on" at the top of the pf is necessary to get good scores. The sling kickers are well implemented and a good shot with the flippers will get the ball back to the top of the pf. A solid shot from the flippers will hit the 100 point standup (hope that strike insert is lit!) and makes you a happy pin-head. the playfield inserts make this a shooters game. The two lanes at the top of the PF alternate being lit which means your skill shot changes as the game plays on. Skill shot AND nudging skills that change require your adaptation skills to be on point! Norm Clark did a great job with this deck. We see this entire lower pf again in about another dozen years with space odyssey/space mission.

The Cons:
This is my copy only... the bg is cracked. I am not reflecting this in my score. It just really bums me out. The cabinet has a strange shape to it. Hungry, hungry outlanes can turn your game into a luck-fest.

The Takeaway:
If you like Eeeeeetty Beeeeetty Fleeeeper games of this era, get one. The BG animation is nicely done and appropriate to the theme. It's a great playing table. This deck will challenge your immediate as well as your anticipatory EM skills. When set up properly with a tight tilt, this game is a real challenge.
9.140/10
11 years ago
This is Dennis Nordman's best game. Not the most popular, but I believe it's his best. Most people would say Whitewater, and part of me agrees with them. Whitewater, Scared Stiff, EatPM or Pirates of the Caribbean, Those are all great decks... but this one is a brilliant design that captures the speed of the race track better than any other pinball game made.

The Pros:
This game is fast. All shots but the supercharger lead back to the flippers and bumpers ASAP. The modes are well done. Even the secret skill shot mode is nicely taken care of. There are no tunnels under this game. There is no wizard mode, rather a stacking of super jackpots that can be be tripled and then collected at once for an incredible score. The Hughes/Barker art package is spot on.The sounds of the game make you feel like you are at the track, the shaker is integrated incredibly well and speeds up as you complete certain tasks on this table. Building your jackpot in the multiball mode is a lot of fun. The audio cues are the best. "I'm not sure he knows the upper flipper is there..." This game never stops.

The Cons:
Only 1 shot from the upper flipper. The LED lit targets could do more within the rules of the game and can break easily. Replacement parts for the lit targets are difficult to find. Super Jackpot is a rush, but needs to be worth more. The kicker to the saucer is a strange addition to the pf. What does the super light ups mode do??? The super JP is less than a stacked jackpot, however, you do have to earn that JP. What, no Wizard Mode? Calling Mystery Programmer!

The Takeaway:
I sold mine a few years ago and have regretted it ever since. I almost had my hands on another copy, but it got away from me. They are not that easy to find, but when maintained as it should be... a complete blast to play. Do you set up the 3x on super jackpot or saving it up for collecting the big points and then enjoying the 3x Victory laps? Decisions... decisions... you gotta ask yourself: "How good of a player am I?"... decisions... decisions... decisions... A true player's game.

Update:
Girlfriend is BACK! This game is playing faster than I remember it and what a rush! However it is also showing it's flaws more than I remember as well. Super (jets/lightups) modes are worthless. As are souvenirs (due to buggy s/w, OK, I admit it, Race-Cow is way sweet!). Jets give neat stuff as a secret mode lasts for all of 3 and a half seconds, if you are lucky... and the ball falls down the left or right lane, and then you have to nudge the game quite a bit. The Pit Stop 2 ball multiball needs to have a randomizer to which lanes/ramps it unlights as the timer moves on. This gives the player more incentive to play the mode with more shots lit as compared to just timing it out and working the left orbit. Are you really going to bash lightups to get to the victory lap. And the spanner (wrench) targets do... what? Even with all of these gripes, I still adore this imperfect game. The timed locks during multiball mean that you are focusing on getting all 3 balls into the TurboBobby before the times kicks the locked balls onto the PF again. However, if you lock 2 balls on the table and that's all you had on the PF, Add-a-Ball from the trough to gits all 3 balls in the TurboBobby for a super JP. Building up your victory laps and then SAVING them while hoping to hit the 3x PF score at the same time can be utterly nervewracking. The most I have ever gotten at once was 3 of the 4 (no 3x multiplier though) and I was flying high for weeks. 600 mil in a single shot on this table is no joke! Is this game the best pinball game ever made, no. But I'd argue that it is the best auto-racing pinball game ever made by miles and miles and miles. Looks great next to my 1976 Williams Grand Prix!

If mystery programmer would consider making the lightups and spanners worth something (Super skill shot to the spanner targets on either side of the TurboBobby LOCK shot, YES!) putting in a wizard mode for completing all 4 victory laps... I have a ruleset with animations written up for this. It would be AWESOME! Just putting that dream out there...

Enjoy!

Update v2:
I think I'm getting old. Really. I'm losing the ball from my field of vision at least once every other game. Father time waits for no one and I believe I am falling prey to what everyone else does, the clock. Do I still love this game? Absolutely, but it also does a fantastic job of showing me what my pin-game lacks. 1) Accurate aim. 2) Sooper quick reflexes. I have more work to do to try to slow the ball down, but this table never makes that task an easy one.

Update v.3:
I love shooting and playing this game. However, the rules just never got finished. Between the light ups that don’t really matter and in balance between the different modes, this game is getting reduction in scores. I love playing this game. But there are other games out there that have better rule sets. It’s a great layout. Elvira and the party monsters 2.0. Multi ball is awesome. Setting things up right for the big scores is always challenging. Even so, there are a lot of the other rules (specifically) and aspects of this game just aren’t as good as other games of this vintage or later. And that’s a damn shame. This game is a prime example of what happens when the layout is solid, and the rules aren’t up to scratch. I still love to play it! Calling mystery programmer!

Scores adjusted accordingly.
7.893/10
11 years ago
Blackwater 100 is a very unique game. It also seems to be a very touchy and sensitive deck that must be precisely maintained to give you the game you are looking for.

The Pros:
This game looks great. The PF is a truly creative design. I think it is even more inspired than Banzai Run and leads me to the belief that Dennis Nordman is one of the most underrated and underappreciated pinball designers out there. The PF is incredible and even the insides of the cabinet are full of color and detail. The shots take you all over the field and then some. Some of the standups have to be shot by putting the ball up a small ramp and the targets face down diagonally toward the PF. I have never seen this on another game. The WH20 ramp on the left is a great way to get to the bottom of the pf where flipper #5 lives. Shots, shots, shots everywhere and don't forget... you start each ball with a 3 ball multiball. Revving the engine with the flipper buttons never gets old.

The Cons:
BW100 has so many custom plastics... some of them are bound to be broken and when the ramps are on that plastic... ugh. I'm not the biggest fan of the BG. Considering multiball is usually a goal in this game, and it gives it to you every ball... it doesn't seem to ever last that long. Finding parts for this table must be a career unto itself. If not set up properly, is completely frustrating to play.

The Takeaway:
A cool game that I'd like to get to know better. When I really have this one down, my ratings may change. In the meantime... I gotta go get to one that works as it should.

Update:
I got my hands on a nice working copy of this deck in Carnegie, PA. I really want to like this deck, but am having trouble finding the "flow" of this proto-Whitewater. I like the upper PF angled ramp to the three diagonally down facing standups. I had to look at the game sideways and from a kids POV to finally see where they were. Nordman's a trixy one, he beez. I love the ramp to the inverted lower apron PF. I just gotta get better at hitting those R-A-I-N targets for the playfield X multiplier. The lower horseshoe loop to light the ball save is a great example of risk/reward. No love for the lower right ramp to the upper PF. There just seems to be no way to make that shot. I also have not been able to make the upper PF horseshoe ramp/orbit. So much to shoot for, I'd just like to be able to make all the shots. Imagine that. A fun layout with great shots that absolutely has to be tip-top to play as it was designed to.

Update v.2:
Found a super cherry copy that has been pampered like no other BW100 I have ever played. Lots of fun to shoot and play. Do I want a game that demands high octane pin-fuel every day? Depends. I like this game more than I did before, but boy is it finicky. Flipper bats with long shafts. Stock up on them if you own this deck. Scores updated.
5.568/10
11 years ago
Party zone... hm... the better I get to know it. The less I appreciate it.

The Pros:
A sense of humor and comic book appearance. These are good things. The Art package looks like Greg Freres and Co. had fun with this table. Very much in line with Party Animals, Elvira and the Party Monsters and Dr. Dude... Does someone see a trend with these Nordman games? Seeing a dude in a dress pop up in a pinball game has never been this entertaining. Choosing the tune you play pin to during the game is a cool feature that I don't recall seeing anywhere else.

The Cons:
Shot selection is limited. After a few games, all to shoot for is the right lane. If the ball goes back to the right flipper, shoot the ramp and then the right lane again. Rinse and repeat, and again... light the 10x bumpers with the millions lit. 10 mil a pop. Yawn and put your initials into the high score. Never go for the center saucer unless you can bank it off the targets on the left. The dots are either on or off, very few shades of Gray.

The Takeaway:
Fun to look at, boring to play. Not Nordman's best playtested/score balanece/design effort. Fortunately, his next game is Whitewater!

Update:
After some miles on a friend's copy that was super cherry... It really comes down to the lower right lane and if multiball is up and running... the left ramp. Multiball is always fun and relatively safe and the Bam-Bam-Bam-Bam! theatre of scoring the rocket is lots of fun. However, the lower right lane is available at any time and the millions score never drops until you lose your ball. Anyways, it's a fun game. Set up the 100 million point shot if you can (10 mil lane shot with 10x lit. If you can get millions pops with 10x, it sure feels good, make sure your PF doubler is lit)! A great game for the kids and people who love silly pinball themes.
6.471/10
11 years ago
Shrek is the "Disneyfied" version of Family Guy. It's essentially the same game with a different art package, animations and sound cues. I personally like Family guy better and know someone who bought this game because he didn't want Family Guy around his kids. The funny thing is that his kids are little terrors without Seth McFarlaine's influence. Maybe it's not the Family Guy influence after all? Hmmmm...?

The Pros:
The mini- pf is very cool, plays great and is a surprise as it goes against Pat's philosophy of: The ball should always be in danger of draining. Creative placement of shots are a welcome addition to that standard Stern layout that we have grown accustomed to seeing.

The Cons:
Spinner to kickout, Spinner to kickout, and again, and again... There is much more to do on this table, but that is where the points are...

The Takeaway:
If you like the movies, you'll love the execution of the theme on this game. The playfield is new and refreshing. The rules are deep, but most tourney players go for the shots noted in the cons.
8.228/10
11 years ago
Avatar is a game that is taking what Stern can offer and making the best of it. This game requires skillful shots and completing modes all the way through to make the best of your game.

The Good:
The BG is well done and fits in perfectly with the 3D presentation of the movie. The shots are well placed and require accuracy at all times. This game is punishing for missed shots and while the rules are not deep. The games requires consistent and accurate play. Stacking is a must. All shots other than the ramp and orbits shoot the ball straight back at the player. Get to know your backhand shots. Flailing results in drains in the blink of an eye. Best captive ball shot since WPT.

The Bad:
1 ramp... doesn't do much for the gameplay either. Ball times can be brutally short. I just love it when the ball hits the pops and bumbles down towards the PF and between the flippers, just in time for the ball saver to go off. PF looks cluttered and the AMP suit toy is a useless waste of space. Don't even get me started on the Cryo-coffin or whatever it is...

The Takeaway:
This game is like Iron Man. I absolutely hated it at first and have grown to respect it. Avatar is a demanding game to play that requires skill, accuracy and the willingness to understand that the design team is doing everything they can to work within the budget given to them. With all of that in mind... this game is well done, but can sometimes feel like work (it's supposed to be a game, right?).

One last thing... this is a good game, but by no means is this a top 10 table. Maybe it's me, but that's just how I feel.

Update:
Learning how to work with the navi scoring and shooting all the player characters on the playfield is the key to getting to the wizard mode on this game. Unlike iron man, you don't have to complete the modes on the table. You just have to start them. Once the names and the modes have been started the unobtainium shot is lit to start the final battle. It's quite valuable. Playfield multipliers make a difference in these scores as well. Now there are two ways to play this game.

Multiball AMP/LINK stack.

Navi to spell names and play the entire of and modes.

Another great ruleset applied to a pared down and frugal playfield.

Rules make the difference... and LYMAN SAVES!
8.260/10
11 years ago
Avatar is a game that is taking what Stern can offer and making the best of it. This game requires skillful shots and completing modes all the way through to make the best of your game.

The Good:
The BG is well done and fits in perfectly with the 3D presentation of the movie. The shots are well placed and require accuracy at all times. This game is punishing for missed shots and while the rules are not deep. The games requires consistent and accurate play. Stacking is a must. All shots other than the ramp and orbits shoot the ball straight back at the player. Get to know your backhand shots. Flailing results in drains in the blink of an eye. Best captive ball shot since WPT.

The Bad:
1 ramp... doesn't do much for the gameplay either. Ball times can be brutally short. I just love it when the ball hits the pops and bumbles down towards the PF and between the flippers, just in time for the ball saver to go off. PF looks cluttered and the AMP suit toy is a useless waste of space. Don't even get me started on the Cryo-coffin or whatever it is... The powerball makes this game fun for the family and a lopsided tournament game that requires that you get the ceramic spud into play.

The Takeaway:
This game is like Iron Man. I absolutely hated it at first and have grown to respect it. Avatar is a demanding game to play that requires skill, accuracy and the willingness to understand that the design team is doing everything they can to work within the budget given to them. With all of that in mind... this game is well done, but can sometimes feel like work (it's supposed to be a game, right?).

One last thing... this is a good game, but by no means is this a top 10 table. Maybe it's me, but that's just how I feel.

Update:
Learning how to work with the navi scoring and shooting all the player characters on the playfield is the key to getting to the wizard mode on this game. Unlike iron man, you don't have to complete the modes on the table. You just have to start them. Once the names and the modes have been started the unobtainium shot is lit to start the final battle. It's quite valuable. Playfield multipliers make a difference in these scores as well. Now there are two ways to play this game.

Multiball AMP/LINK stack.

Navi to spell names and play the entire of and modes.

Another great ruleset applied to a pared down and frugal playfield.

Rules make the difference... and LYMAN SAVES!
4.860/10
11 years ago
Star Wars Episode 1 is a prime example of a simple playfield that could have been made better with a more comprehensive ruleset.

The Pros:
The game looks and sounds great. The animations and theme with the modes is exceptionally well done. Darth O'Conner did a great job with the team on BG, PF and the cabinet on this one. The execution of the theme and the Pin2k tech is a testament to what creative people can do. Considering that the entire platform was in development when this game was made, makes this title even more impressive. Ambitious would be the best single word to describe this deck.

The Cons:
The PF has so little to do on it other than shoot the center bank. Rules are an after thought. Most modes are bash the same shots that you hit to start the modes. Mini- wizard modes are gimmes. The best shots on the table are the spinner/ramps shots... BUT WITHOUT REAL SPINNERS! Soooo, you get to shoot the spinners and bash the center target (which is in the dead center of the PF and it's nearly half the width of the game) over and over and over... zzz. The skill shot takes... nominal skill to hit. Multiball happens more by chance than skill from the saucer locks.

The Takeaway:
A great game for Star Wars fans and the kiddies who think Jar-Jar is way cool. Not so great for the pinball players. If you are going pin 2k. Get an RFM. It's a damn shame that this was the last game ever produced by Bally/ Williams/ Midway. The gameplay on this deck blows... donkeys. There was so much that could have been done with this game and title and it just feels like this game was slapped together by the marketing team, not a pinball designer. Ranks just slightly ahead of Champion Pub in my book. If you want to play pinball, play pinball. If you want to watch a star wars movie, watch a star wars movie. This deck is a compromise on both aspects of this game and like most compromises in design... lacks the strength of either aspect of the original parts. JPop's worst game.
4.133/10
11 years ago
Star Wars is a 1 shot bore.

Whooooo

Hoooooo

The Pros:
A great theme for pinball. The video skill shot is well done. Multiball start sequence is good theatre on a DMD.

The Cons:
The execution of said theme. A great for drinking beer with your left hand while you hit the ramp with the right flipper over and over and over and over and over and over (hey look I just made 42 million on that shot) and over and over and over and over and over. You get the idea.

The Takeaway:
Ramp rape is the best description of this dud. This was Data East's best selling game. Proof positive that sales people... every once in a while, will get their target audience to believe the hype. Star Wars kiddies love this game.

Update:
I finally got the chance to play the updated S/W at the Rocky Mountain Pinball Showdown this weekend. I'll make this quick.

1) The PF has more to do on it now. I am really liking the tight shots in the upper right hand side of this game's layout.
2) There is more reason to shoot all around the game. I still am getting the feel that this is not the deepest game out there. But hey... even 20 years later, it's a Data East.
3) I had never noticed this before... many of the effects sounds on this game were the same for the Data East Star Trek game. BLASPHEMY!

I like this game better than I did before. The copy I played had some switch errors, so I really can't say that I got the real feel of the new code. So... I need more mileage before I'm going to make up my mind about this deck. Scores are raised/adjusted for what I came away with for now.

Even though this review is not through the roof (like many people who love this game are pumping up), regardless of how you feel about this table... I have to say one thing with absolute certainty:

Much Praise to the Mystery Programmer who made this code HAPPEN! AWESOME! If I ever meet you. I'm buying you drinks for the night, because you certainly did this for the love of the game. RIGHTEOUS!

Update v2:
After a bit more mileage on this table I think that this is a great game for a star wars fan. The owner of the game I played had a great modded BG on it based off of one of the old movie posters (Hildebrandt) and he really gave this deck a great look with LED's and a few toy/mods on the table. Here's the rub. Nothing can save the PF design. Not new S/W, not mods, not a new lighting scheme or a new BG. Is it better than it was before? Yes, but the trouble is, the PF is still the same. This is quite possibly John Borg's least playable layout. Even IJ4 has a more playable layout than this deck. This was his first and the highest # of production games that he created. And that's a damn shame. He should be remembered for so many other successful designs that he has created other than this one. Well, I guess you have to start somewhere.

But for the faithful that would like an updated version of the S/W... you can find it here: http://www.pinballcode.com/
5.772/10
11 years ago
Hook is a fun game that took a great fantasy story and worked with one of it's worst movie adaptations.

The Pros:
A cool layout with lots to shoot for. The whirlpool ramp is lots of fun to hit and watch the ball swirl around. A real skill shot that was seen later in TOTAN.

The Cons:
A tiny DMD that is servicable, but not easy to read. The artwork is cluttered and muddy. Not Paul Faris's best work. Your flippers better be tight, otherwise you can't make the game's big shots. That crowing rooster gets old right quick.

The Takeaway:
One of the better playing games from DE. Still way behind B/W if you consider the playability of games in 1992. A good family theme that is fun to play. Nothing wrong with that at all. In all fairness, I do think I need to play it again to get a better feel for it, but from what I played on it... it was ok. A good pin for the kiddies.

Update:
I recently got the chance to play a copy of this game that was nice and crispy and I have to say, I thoroughly enjoyed myself. This game plays faster and more dangerously than of I originally expected. the standup targets mean that this game keeps the ball moving from side to side if shots aren't (or are) made that will make this ball bounce in an evil trajectories towards greedy outlanes. The two main shots of the left to the VUK and the Windcoaster ramp are great and are the game's focus. Kind of reminds me of DE's Time Machine. The skull entrance/exit with the ball's pathways are very well thought out and done. I really like it. The Windcoaster also reminds me of the Whirlpool ramp seen in CftBL. When tuned properly (like many games), this game can be a challenging player. So play on and have fun.

Scores adjusted accordingly.
4.005/10
11 years ago
Last Action Hero had every possibility to be a good game. It's just an semi-OK game instead.

The Pros: A good PF design with the exception of the two kickout holes in the middle of the pf. The Crane is a great toy. Death Save showing Dean Grover is rad!

The Cons: A really big Schwarzenneger head. The artwork is does not look finished. Ruleset is standard DE unbalanced/untested blather with a bit more to it than most.

The Takeaway: Using the smart bomb/missle button in the LAH sequence is cool strategy, but this is right out of Jurassic Park. I guess I could say that the game is better than the movie (I used to own a DemoMan), but is that really saying much? Many people talk about it as a bang for your buck table, but I'm just not feeling it. There are so many good bits to this game and it just feels slapped together. The package does not come together as it should. This is a shame because I get the idea that alot of people put some thought and effort into this deck. Some pinheads love this game, and I was rooting for it the first few (dozen) times I played it and then...

meh..

Update:
So much to do. Ramp, vuk, ramp, vuk, ramp, vuk... I like the crane during multiball. But still, meh.
8.725/10
11 years ago
Premier pinball games, Genesis in particular gets a bad rap. In this case, I don't think it's warranted.

The Pros:
A solid layout with great shots including a vari-target 3/4ths the way up the playfield. The rebounding targets just about the slings mean that you ball control skills better be on point. While the ramps do not have the usual feed to the inlanes, since they dump the ball back into the orbits, all ramp shots put the ball in play in a way that will make sure your attention is kept on the ball. The artwork on the PF is great and despite the criticisms of it, the BG is in line with the theme of the game. The sounds and music are spot on for the sci-fi theme. The Metropolis robot in the bottom of the game is great! Revealing the robot is always fun and I think Fritz Lang would have liked this game.

The Cons:
The girl on the BG looks like her head is half the size of the guys sitting next to her. When the bride of frankenstein was created was that what was going through their minds? Great body... tiny head? Too funny. Has anyone made an alternate translite for this deck? I don't know why, but I wish the ramps were clear or metal instead of lollipop purple... Tiny blue numbers make me squint.

The Takeaway:
This table plays quite simply and quite well. 1986 was a good year for Trudeau creations with the possible exception of Gold Wings. 4/5 of solid games produced in a single year by the same designer! Sooooo, wax it up, open the lanes, nastify the rules, freshen the slings and set it with a steep enough angle to make sure you need to hit solid shots for the ramps... In, summary, you have a relatively simple and very fun pinball game that requires skills. If you can find one cheap, take a chance on this deck. Spell the letters and the window under the PF lights up. Sound familiar?

Update:
The more I play this deck, the more it grows on me. I really enjoy playing this table. The cornball "B" silly-horror theme. The catchy early synth spooky music and most importantly, the gameplay. Many games from this Era from Gottlieb are, well... boring. This game is not the deepest, but the rules make the most of the playfield design. Between the lit lanes constantly alternating from the pops to the playfield multiplier, this game requires more thought than one would initially suspect. The Vari-target is super valuable as it will spot a letter in all of the body parts at once. It's a dangerous shot that can throw the ball SDTM... but it's worth it when you have 2 or more words with just one letter to go. Spotting words increases your PF multiplier, so keep working on those words. All major ramps as well as the right orbit feed to the pops and the exit can be dangerous (Think TWD outta the pops, but a bit more subtle). A much better game than most would take it for. When properly maintained, it has that "One more game" quality down solid. Since people have slept on this deck for decades, you can still probably find one relatively inexpensively if it hasn't been swept up by another collector already. Look at what happened to TX-Sector...

This table is a true player.
8.499/10
11 years ago
Buck Rogers is an early SS Gottleib game that John Buras shoud be remembered for. My first review of this game was not favorable, at all. However, I recently got a chance to play a copy of this game in good shape that played as it should. Scores and review have been adjusted accordingly.

The Pros:
A cool theme after a late 70's tv show. Nice selection of drops on the left by the orbit and on the right ala Joker Poker kings. Good nudging opportunities at the top of the PF once the ball goes left or right. The collect bonus saucer AND Vari-Target shots behind a captive ball at the top of the PF require true aim! Now the Vari-target advances through 5 stages and then returns to base. This lights up the bonus collect and resets the drops for bonus x multipliers. Do this a number of times (at least twice) to reach 5x. Not only that, but when you collect at the saucer, your bonus drops to 1k. Time to go to work, build that bonus, drop the targets and collect at 5x!!!! I will say that I am glad that Gordon Morrison had the stones to put his GF's name on Pincess Ardala's golden bra. The S U E twins look very nice. Mmmmmmm.... breasssstesssess from outer space.

The Cons:
This game has to be maintained with strong flippers to reach the top of the PF and score decent hits on the captive ball/vari-target. The upper left hand side of the PF by the bumpers is not utilized very well. The ball often hits the metal orbit rail and drops dead back down the PF. The posts on the outside of the inlanes may need to be removed to increase the challenge of this design. WHAT?~?!?!?!?... No Mel Blanc voicing Twiki on this game?!?!? I know it's 1980... but C'mon! Beeee-Deee, beeee-deee, beeee-deee!

The Takeaway:
This deck is a player and one of the better Gottleib System 1 games out there. The more I play it, the more I like it. A good sign for sure. Now, I have always liked build/collect rules on a pinball game and this deck takes it one step further as noted above. This title is a really great playing pinball game, IF maintained (and loved) properly. Imagine that?
8.948/10
11 years ago
Roadshow shows that two heads are not always better than one. However, this is still a great game.

The Pros: There is more to do on this game than you can shake a stick at. Well a big stick anyways... Both Red and Ted are extremely well integrated into the entire game design and modes. Getting to the west coast is tough. Scoring 1 of the 3 wizard modes on the west coast is a blast. Shots are all over the playfield and the reverse standup is the only target in a game that I know of that is designed to be hit from above. The shaker motor does well with this theme and the game can really get going in multiball. Multiball is a lot of fun on this game. 3 flippers on the left hand side of this game mean that the ball is travelling across the PF as much as it is up and down the game. The second shooter is very well implemented. Me likey! When the game is set up steep and the outlanes are open... watch out! Especially on the left outlane under the mini-fleeper.

The Cons: Country-Pop sucks. If you listen to the lyrics... they are rather frightening in a trailer park stalker kind of way... "Every little dream I dream about you Every little thought I think about you Drives me crazy when you go away I oughta keep you locked up at home And like a wild horse I wanna break you I love you so much I hate you Every little thing reminds me of you Honey when you leave me here all alone " How about just leaving her... just my 2 cents... A few modes seem like an after thought. If Red or Ted are broken... oh, boy. I was fortunate enough to have a repairman who could guide me through most of the troubles and fix the rest. Thank you Tom Grobe.

The Takeaway: A great game for the price. Lots of fun and the whole theme works very well. Congrats to the Lawlor team once again.The cab driver is a great character as well. Good thing this game was made before 9/11.

Update:
This game keeps on giving. From the reverse standup strategy to the inevitable trapping of a ball under the mini flipper. Damn, now how do I get out of this mess without tilting the game. Skills y'all! The more I play it, the more I look for certain prizes for cities I have visited. I have actually posted a cheat sheet on the BG, over the billboard, to keep me from looking at Carlene and to help the pin-cause. Reaching the west coast is awesome, but you have got to remember to prioritize the spinner lock shot for the Super Pay-Day Wizard mode. Nothing is more of a let down than reaching the west coast only to have the mode time out and you are sent back to the east coast without your reward. Starting Super Pay-Day puts the weight on the skill shot as it adds a ball to your wizard mode! Which leads me to three beefs with this game.

1) General bugginess of the software. This is not up to Dwight Sullivan's and Ted Estes's usual quality of work.

2) No wizard mode for completing all 12 of the awards at "The Wheel". I mean... at least some points would be nice. No? I guess not.

3) Completing EVERY city on this cross country trip will require at least 3 visits to the left coast (it usually takes me at least 4 visits because I always miss one city on my third trip) should give you more than just a "wow". Really? Now I'm not asking the game to tell me I'm pretty or take me out to dinner... but all that work for no Sooper-Whammy-Jammy? See beef #2. Points, a Bil, at least... Most disappointing.

4) I hear people say this game is too linear. The pops will randomize 1 of 2-3 awards for you to choose from each "column" as you travel from east to west. Is it perfect, no. But it isn't the same mode sequence in every game either. There are a few modes not worth playing. Anything with dozer bashing, nope. Too dangerous. Some linearity. Some modes you can time out. It is what it is.

Houlton!

Update V2:
As much as I'd like a mini-wiz mode for the road-busters wheel, it's not a real necessity. The real joy of this table though is PAt Lawlor's incredible design and the shots that this game offers that none other do. This is probably the most "flowing" design that he has done other than NGG and Grand Prix. Yes you can get that shot to orbit around the entire PF and back to the mini flipper to shoot for the Blasting Zone. It is incredibly satisfying when you do. Make sure that you don't tilt out all the bonus you have built during your ball, with your multiplier, it can be HUGE! Learn to use the reverse "magic" standup to your advantage whenever possible and learn your modes and their corresponding awards. Check the rulesheet at PAPA.org for details. The more I play this game, the more I come back to it. It goes great next to my Funhouse. Is it pinball perfection? No. Is it a damn fine game, I certainly believe it is.

Keep on Truckin'!
7.680/10
11 years ago
No Good Gofers is another creative design from Pat Lawlor and his team. This game is fast fun and has (surprise) great flow. Pat's fastest game ever!

The Pros: The hole in 1 shot is the first multiple level jackpot. Super Jackpot with bugging gopher eyballs still cracks me up! 3 pop bumpers snuck into the playfield on the outsider of the lenft orbit add quite a bit of lateral action to the ball's entrance to the pf. better be ready. One of the best multiball start sequences ever. I think I like this Multibal starting sequence it even more than TAF's. Pat Lawlor is a createive pinball genius! Popping one of the gophers and hearing him say "OWWWWW!" is always satisfying. The fireball disc in the PF is back, and this time it gives you awards! A classic character study of the wisecracking crank and the ideeeeot with rocks in his head as a comedy team. Pinball is theatre on this table and you are... the golfer.

The Cons: Lighting the kickback is a chore (is this a Steve Ritchie game???). The deck HAS to be operating and set up correctly to make critical ramp shots. This game should have been one of the all time best... software bugs keep it from the absolute pinnacle of pinball greatness. "Calling mystery programmer! Please de-bug this table!" No super wiz mode (or incrementally increasing awards) for completing 18 (or other multiples of 9) holes...

The Takeaway: The game is called No Good Gofers... that means the gofers are MEANT to annoy you and get in the way of your shots. Get used to this blocking and mocking, knowing that the joke is on you... or play another game, (in Bud's voice) "ya pinball sissy!". Personally, I'd absolutely love to own one of these tables.

Don't Chooooke! Don't Chooooke!

Update:
After Acquiring a very nice copy of this game in a trade and really playing it and taking some time with the rules somethings became apparent. First of all, maxing out the bonus at 5x when she know what to do is incredibly easy. The second thing is that the Ripoff multiball is much too powerful for such an easy feature to start, to the point of being unbalancing for such a minor goal of the game. Unfortunately this game suffers from being Koziar'd. The rules man... the rules. Software is rando-buggy to the point of it not being multiplayer tourney worthy. Good thing that zydeco music makes for great pinball tunes!

I have also come to the conclusion that this may be Pat Lawlors most creative layouts. Ramps that throw the ball above and open to reveal subway holes below the playfield (in the same shot, twice). The skip ramp leads to 2 targets, a ramp and the incredible hole in 1 shot that even acknowledges ricochet shots into it. A great game to practice multiball skills on and between the angled geometry the evil and random exit out of the pops and the horizontal spinner on the lower pf, the ramps and the orbits are the only safe shots on the game.

Update v.2:
Owned it. played the heck out of it. Sent it off to a good home. It's the rules man, it's the rules... Another great Lawlor game that got Koziar'd. A damn shame, the copy I had was a frikkin' museum piece!
7.882/10
11 years ago
Other than ST:Tng, this may be Steve Ritchie's best Williams DMD game. The entire team put together a winner. This game is fun, fast and has the spirit of driving like a madman.

The Pros: The whole package is solid. The supercharger toy is a great way to boost the adrenalin of the table. If your flippers are strong it can be backhanded. Shots are well placed and the upper loop is a great way to feed the lock. ZZ top- La Grange is the perfect tune for this table. I think the stoplight is a really good idea to communicate the lock status to the player. Not as deep as other games of it's era, but who cares... you're going fast in this baby! Learn to shift gears with your right knee. I can't tell you how many times I've lost a ball because I took my hand off the right flipper button.

The Cons: Curse that kickback, Curse it to the devil that designed it. The video mode is a gimme. The saucer can make or break your game. Put that game on tournament settings if you can. Buggy code can lead to some interesting multiball scoring, er... I mean "features".

The Takeaway: A great game for the money. The super jackpot is a thrill to get. Play it steep, fast and with open outlanes (disable your kickout if you dare) and play it again and again and again... Fast and relentless. Just like a Steve Ritchie game should be. Two things happened in the past few weeks. First, I got to play a game with proto software in it. In a few ways very interesting and even a bit better than the release software. I can also see why changes were made to it. Second, I traded this game for a World Cup Soccer '94. Sometimes I miss HSII, but I am happy to be playing WCS quite a bit.

Update:
This game has some seriously strange and annoying bugs. Especially in multiplayer games. Maybe Mystery Programmer can get a hold of some roms and make the necessary adjustments, but this game seems to lose track of balls during multiplayer tourney games and a bit more. Red line mania seems to introduce game killing issues. If you have to play this game with more than one player, do so in single player games one after another. The DMD animations are some of Williams's worst. Game scores reduced accordingly.
6.973/10
11 years ago
Iron Man is a challenging game that requires your attention and ability to control the ball at all times. This is not a game for the timid or the flailer.

The Pros: Standard issue fan layout and a few randomizers on the PF make this game look like it's going to be easy... Do not be fooled. This table will eat you up if you are not paying attention. Skill is required at all times as well as patience with your multiball technique. Do or Die lives up to it's name at the hardest shot on the table.

The Cons: Ball times can be incredibly short. I've seen kids run up to the machine and say "Cool, it's an Iron Man game!" They put in their quarters and their game is over in 45 seconds. After getting beat down a few times... they walk away dejected. The art on the BG is overly simple for my tastes. The rules are following the standard Stern ruleset pattern... Lyman... C'mon! Lane-change-anti-skill-shot is a letdown.

The Takeaway: A challenging game that needs to have a ball saver on location, not at tournaments. Some players that I respect LOVE this game. I'm watching them play this table and learning from them. I still don't "get it" yet and think that there are many other more creative and better playing games out there. Even from Stern... TSPP, LOTR, WPT, Spidey, Monopoly, RiBoN, WoF, Elvis, PotC... Or even better, grab a BSD or a Dr. Who to work your pin-fu. Am I making my point clear?

Game depth = System 11 (+1) era.


Update:
This game falls under the Fish Tales category of a great tourney game. It also is fantastic in a larger collection. I had the chance to trade for one and between this NIB game and TAF, I picked TAF. No regrets at all. Both games are great and still easy to find, but man... you really have to be in the right mood for dealing with this table. John Borg did a fantastic job with this deck design. While I am not so hot about the DemoMang-like BG, my eyes are usually on the PF. I also have to respect the shots on this table as missed shots are death. Fortunately, the kicker is not the BBH insta-death angle that we have seen from other designs, but still, stay on your toes. If the ball is ANYWHERE near the left outlane... bump it, nudge it, get it outta there! That side took great notes from ST:tnG/ DM and it will make you look silly on the regular. The rules on this game are not deep, and they do not need to be. Few games have the challenge/fun/frustration balance down like this game. Lastability is good, but you may also have to take a break from it before you throw it down the stairs out of sheer pin-fury. I like this game, but I don't love it. I hate this game, but I respect it. You'd better play well or Iron-mang is gonna play YOU!
4.822/10
11 years ago
Guns and Roses has quite a bit going for it, but it never pulls it together like it should.

The Pros: Slash added his hand into the design and production of this game. That guy rules! This game steals so many good ideas from so many other games and even makes a few new angles on them. The snake pit is a prime example. Funhouse double plungers with the GnR theme really show you that DE went all out with this deck. GnR ramps, the jackpot skillshot from the left plunger. The list keeps going on. TAF mags are another great addition, hey... steal from the best... right?

The Cons: Axl Rose is a epitomizes the word felchmonkey. That zero ruins the table for me on soooo many levels. Performance wise, unless EVERYTHING on this game is tip-top, the game falters of major shots or even just getting the ball to the PF. The music is a good cue for some of the modes... but then you hear it again, and again, and again... Why bother for a jackpot when your pops score 2-3 million each. Just shoot the ball up the orbits to the pops during multiball, and then do it again and again and again and again... One of the most complex designs from DE becomes a 1 shot game (backhand to add band member) to get your multiball prepped.

The Takeaway: The potential for this game was incredible. Tales from the Crypt is a billion times better. Tommy, even though it's multiball heavy with scoring, is a far superior player compared to this table. Now, for GnR fans...It'll go great in the corner of the double wide. Otherwise... it's just very meh. Personally, I would have to deface Axl on the BG if this was in my collection. Why do you ask...? because he's a complete f'n waste of oxygen. I did say Axl was a felchmonkey didn't I?

Update:
After getting a chance to play this deck properly tuned, I have to say that this game plays better the more you get to know it. I really like the difficulty of the upper loop shot and that you can double your mode's score when the ball feeds out of it. Getting the super jack is a real challenge during multiball and it makes the whole left side of the PF worth shooting for. Modes are still unbalanced and I still believe that the super pops/multiball strategy is the way to go, but heck if you can gits Duff for 100 mil and double it off the upper loop, why not? Is it a better game than I originally thought, yes. It's is the best game DE has ever made, no. That and there are many other, much better rock and roll pinball games out there to be played.

Update #2:
Playing this game more with other players who really know it, has opened up the backhand to the mode saucer shot option to me. I still usually just super-pop multiball my way into millions (it's safer and the super jack is a hoot), but this game is a bit better in gameplay than what I credited it for, for a long time. Not by much, but a bit better. Score adjusted ever so slightly to the positive. I'm off to play some AC/DC Premium now.

Update#3:
I REALLY like the multiball rules/progression. Ramps, multiball start vuk, ramps inner loop for a sooper jack. The whole time, the lower PF magnets are pulsing. Very well done. If the rest of this game's rules were as good as that... this game would be a keeper.
8.236/10
11 years ago
Whirlwind is the first game with a "wizard mode" I don't know if Pat Lawlor and Co. had that in mind when they designed it. Being the creative master that he is, he just invented it!

The Pros: Incredible layout with 6 bumpers. Short shots on the left, long shots on the right. Multiball is a blast! The fan on the top of the game lets you know that you are in the environment of the game. The tri-spinners in the middle of the pf (I just made that name up...) are a fantastic randomizer. Hitting the 3 way combo is frightflly difficult and a rush when nailed. Joun Youssi put together a great art package and made sure you noticed that red button! First ever pinball game with a hairdryer!

The Cons: The game reduces to a trap game to pass the ball to the right flipper. get it to the upper flipper from the saucer and to the ramp. rinse and repeat. not that this is always easy... but even when on hard/ ex hard settings... that is what this game comes down to. A game that should be fast and flowing is not. tourney players can shoot the right ramp over and over and rack up a high score without too much risk. 3 way combo yields too few points for the challenge it presents, there are other higher point priorities on this deck.

The Takeaway: This is a really good game, but I ended up selling mine to someone who always dreamed of having one. Sometimes I miss it, but mostly I don't. I just felt that I had the game "down" and after consistently getting the cellar wz mode 3-4 times in a 3 ball game... that was it for me. I do know that it went to a good home though and it is well loved as all pins should be... and they lived happily ever after... the end.
9.340/10
11 years ago
Paragon is the best Widebody game of it's era. I own its skinny older brother Harlem Globe Trotters and while the game in many ways is "flipped" on it's axis, there are other characteristics that set it apart on it's own.

The Pros: Great shots everywhere on this table. Get that spinner shot down and bump your bonus up to 20k+ asap. This holds from ball to ball and if you get it on ball one is at least an extra 40-80k in your pocket for the game depending on 3-5 ball settings. The Beast's layer makes you work your nudging skills like there's no tomorrow. The inlane drop targets take great skill to get past into the saucer. Swords and Sorcery artwork and pinball never had it this good.

The Cons: The pf's on these games get shredded with lots of use. Audio is the standard Bally SS sound set.

The Takeaway: Another great Bally from this early SS era. Greg Kmeic took the best parts from Harlem GT's and make the most of the extra square footage given to him. Paul Faris once again... makes a great game look the part. The game itself is not that complex, but it is not easy and it is very well done. A great bridge from the EM to the electronic mindset. This deck is a widebody game, but with the speed the ball travels around... it sure doesn't feel like it is slow or sluggish as the amount of real estate might suggest. The whole team came together on this one. I will possess one someday. And then I will play it until I can't play no-mo!

Just remember kiddies, the moral of this pinball game is: Bat-winged barbarians always get the blue bikini'd blonde babes by beating and bludgeoning big ol' birdwinged-cat-beasts.

Update:
The game is surprisingly light for it's size. For a game with such a big Buh-donk-uh-donk... How is this table so freekin' fast?!? There are times that I think that this game is fast as some of the golden era b/w and stern v2 decks. Keeping the ball in the Golden cliffs is about as safe as this table gets. The ball rocketing through the spinners and careening down the green gargoyle barf-falls is always going to bring a smile to my face. But man... hitting the saucer for 5x with max bonus is the best on this table. I can't wait for the bonus count to kick in! Always challenging. Never safe. A true player and one of the best examples of a great design from the horrendously unsung hero of pinball Mr. Greg Kmiec.
9.811/10
11 years ago
Skateball is a shooters game that keeps you on your toes at all times.

The Pros: 11 drop targets and 4 flippers. Lots to shoot for. Hit the flashing arrow on the top target bank 3 times to light the collect bonus award. Build the game up and hit the saucer on the right. With bonus maxed + 100k, it can be huge. The outlanes make you work your nudging skills and flipper traps. The art package is nicely done and the colors are warm. Kinda makes you want to go skateboard, or surf after you play your pinball game. The stabbin' cabin is way sweet on the BG. The Freres/Hudson package is fantastic. Note that there are a great deal of options to work with for this game in the software. Set this game up and try some different options. A real shooter and a true player.

The Cons: In my dreams there is a saucer in the upper right hand corner of the pf (Pssssst... multiball). Clip the switch on the right inlane to prevent the bonus cheat that players found from the twitching the right flipper.

Takeaway: Get one if you can. This PF is a borrows heavily from the layout of Williams Flash and considering what a landmark game that was... Claude and his team did a great job and gave it that "Bally feel" that made so many of the Bally decks of this vintage great. Quite possibly his best design. Considering how much I like Flash Gordon, that's saying quite a bit. I was lucky to get mine with a super nice pf and bg. There are many ways to get a good score, but if you do not set your shots up or you miss a target, this game can be hard to recover from a mistake! If you think this game is too easy, you have set it up too easy. Own your game and play/adjust it as it should be. For me, playing this game never gets boring, ever. Low raters on this game need to do their homework... or play my table to feel the the pin-pain of the Skateball love.

Got my BG signed by Greg Freres. Righteous!!!! You gotta love, the love van... man.

Update:
I love this game sooooo much! I have set mine up super nasty, so getting the ball back into the proper lane for the ball return is not laughing matter. Between that and a tight tilt, this game is very unforgiving to uncontrolled play and lane drains. The feed out of the saucer is strangely inconsistent and makes every shot into the saucer something to consider. Will it feed the ball nicely to the upper flipper for a reliable shot from there? Do I need to make sure that I am able to trap the ball on the lower flipper? You'd better be on your toes as you have a fraction of a second to make a decision. Asymmetrical inlane/outlanes require different techniques and choices depending on whether you are on the left or the right hand side of the deck. Find a copy and play on Players!

Note that this game has many reviews where people either own or used to own this table. The people who have really gotten to know this deck have let us know that this is a righteous deck. And just in case you don't believe me, talk to the person going around here with the name "Sk8ball". I think he knows a think or two about this game and what makes a deck a quality player, or not.

Skateball is Tom Sims (RIP) approved!


Update:
I had someone point out to me the glaring similarities between this layout and Williams Flash. While I acknowledge this similarity, these games are different enough to warrant a separate entity. Man... Steve Ritchie must be forever pissed with Claude Fernandez. Well, if you are gonna steal... steal from The King!
9.200/10
11 years ago
Bram Stoker's Dracula has to be the meanest game of all time. It is all about execution (no pun intended) with your game plan. The entire theme of the game is well put together with a red DMD dripping blood as the game progresses.

The Pros: Great Shots. If you can get this game running to 30 million per jackpot during multiball, the game screams at you, literally. If you want to sharpen your skills, Drac will help you with this. I can't think of a more punishing table than this one for bad shots.

The Cons: The game better have strong flippers. The mist magnet mech can be a pain to deal with. You can cheat your way into mist multiball by shaking the table. Rats and Bats can lead to unbalanced scoring in bonus. Don't shake the game too much in the lanes. If you get a tilt warning and you ball out... you lose your bonus.

The Takeaway:
You better have skills and your act together when you step up to this table. Otherwise it will eat you alive, again... literally. Barry's outlanes regulate every shot and risk that you take. So you better be on point (I'm sorry, I can't help myself) or watch yourself drop onto one when the outlane animation takes place. Rumor has it that this is the one game that Neil Schatz used to own and practice with. When you only have room for one game and you want to be one of the best in the world... I don't know how else to say it, BSD was his choice and that is good enough for me. This game is on my "must-have" list.

Update:
Quite possibly, the most challenging skills game ever made by B/W. People slept on this title for years. You used to be able to find them easily for 1k USD. Now the starting cost is probably double that. For a game that feels like a system 11 for complexity, the balance of the risk/reward for this deck is staggering. Barry Oursler's finest DMD by far. Those Ourslanes (tm) will make you regret every mistake you ever make on this table. Addicting and incredibly satisfying when played well.
7.566/10
11 years ago
Considering this is Pat Lawlor's first pinball design, it's a great start to a great run of pinball games with Bally/Williams.

The Pros:
Two PF's in one! Creative uses of shots. The saucer between the pop bumpers is a tough one and necessary to keep the kickback lit. Ball control is mandatory as the outlanes that don't look so big are unforgiving. Multiball is no joke and ranks as one of the toughest 2 ball multiballs other than maybe Creech. The captive ball on the upper PF is one of the hardest shots in pinball ever (multiball Jackpot). Making the #1 shot gives you one of the biggest pinball rushes ever! The game goes nuts and lets you, and everyone else in the pin-spot know... you did great! The ramp "laps" around the entire PF. The saucer between the pops is a critical shot that is never easy to make. It's nice to have a real skillshot on a table with real value in the reward for making the shot. The music and "theater" of this table is absolutely fantastic. When you make this game sing... you feel real accomplishment in your pin-fu! This game tells the story of a race brilliantly and you are the hero in this dirt bike tale!

The Cons:
Unbalanced scoring from the 2x jup at the top can make as many points as a JP in 2-3 shots when built up. Rinse and repeat. However, this still requires a bit of skill to get to and score on the upper pf. I'm not the biggest fan of the black and white checkered PF. This thing is heavy! Technically, this game can be a beast to work on. Finding one that is playing as it should is a quest unto itself. Fortunately, the copy at Lyons Classic Pinball has been working like a champ since the day they opened up!

The Takeaway:
A great game that integrates the race theme into 2 seperate playfields that require different pinball skillsets. The upper PF can be safety zone to play with this table, but that is why you set this game up steep and nasty with wide open outlanes on the lower PF. Find one and play it all day long! Pat Lawlor's first game and a great sign of things to come from him and Larry DeMar. Banzai Run is a really cool pin-design that holds up very well to the test of time.

Side note: Oddly enough, Blackwater 100 was released just a few months earlier than this game. Do great minds think alike?

Update v.1: Players will exploit the A-B-C - Jump 2X all day long. Surviving the lower PF is the trick and both sides of the PF are hungry! While it is the best scoring strategy, by no means would I call this an exploit. You have to skillfully get the ball up to the upper field, light the A-B-C targets and then climb to the jump shot. Once you do this the game will drop the ball on the lower PF at a random spot to the right sling. Survive and repeat! The trick with this technique is to light only one racer and then head for the upper PF for as many 2x jumps as you can gather before the S/W gets wise to your shenanigans. Achieving Rank #1 is a true theatrical pinball show and the muzik to accompany it is a testament to Brian Schmidt and his compositional skills. This is the first game that I remember seeing victory laps on this game for the first time and they still make me happy to this day! For a first effort from a pinball designer, this game kicks ass! I love playing Pat Lawlor games!

Update v.2
Get safe up top, don't hit the lit rider, a-b-c for double jump score. Hit the jump, survive the feed to the lower playfield. That's the thing with this game. Now do the thing and keep doing the thing. Multiball is nice, but not as important as the 2x jumps. Scores adjusted accordingly. I believe there is a tourney rom out there that re-balances / nerfs the jump, but I haven't played it yet with the new software. Thank you mystery programmer!

Update v.3:
Sold a copy for a friend this past year. Played it a bit while I was tuning and prepping it for the sale. Yes you can loop the right ramp over and over for some fun. Multiball is always challenging. But the game is built around the upper playfield and this is the center of the show. Unfortunately 2 things happen when the show is going on. 1) The ball is in no danger of leaving the pf. Yes your time up there will be short. But it is an awful lot of pinball for what it delivers. 2) Score balancing is a real issue especially on older code. This game is up there with Who Dunnit? For games that take too damn long to play to be tourney worthy, here you go. This means that this design will be in the possession of collectors who love it for what it is. Which is fine. This one trick pony is a most impressive one. The theatre on this game is fantastic! Considering this design came about in 1988 (and the executive team at williams BOUGHT it) Banzai Run is a most impressive pinball feat! Pat and Larry, quite the game salesmen... So do "the thing" and 2x those jumps all the way to pinball heaven!

Check the wrecking ball (prototype) showing to williams execs in the late 80's (complete with High Speed sounds, effects, undersheet unveiling and 80's corporate dress code) in all of it's betamax transferred glory here: https://www.youtube.com/watch?v=2l14SSyBmKE
8.685/10
11 years ago
Cactus Canyon is a case of being Sooooooooooooo close to the finish line... This game could have been great, really great. Instead, it's just good.

The Good:
The presentation of the table's theme is very, very well done. The PF is laid out well and the graphics are very strong with the PF being better than the BG. This game sounds wonderful. The theme is integrated well on all levels and the multiball in the mine "Heeeelllllppppppp..." works wonderfully with the DMD graphics. The train rolling across the ramp is awesome. The standups in the middle of the PF when the game calls "Draw!" are sweet and require quick shooting on the fly.

The Bad:
The game plays very well, but the code just does not feel finished (which it is not). The rules need to be completed. This game NEEDS a wiz mode. I would have loved to hear the plans for Bionic Bart. (Calling Matt Coriale...) Outrageously expensive for what you get. This game can be grouped under the many "Gomez Fan-Man" designs.

The Takeaway:
If you want a fun game to spend a great deal of money on... Here's your game! Personally, for $10k I can think of 4-7 other games (all for the same 10k) I'd rather own other than this one, easily.

Update:
I finally got a chance to play a copy with the new software and a color dmd. Scores are not reflected within the game's rating. Below is a review of a software mod, NOT the production game.

WOW! What a difference!

Game modes, TSPP flipper silliness and lots of creativity. Me LIKEY! Finally, this great layout gets the code it deserves. I only had a few games on it, but I am definitely going to put some mileage on this deck for a more complete review. Honestly, if this game had the finish and depth that we are seeing now due to the passion and dedication of a single talented pinhead... This would easily be a top 20 game. For real! Look for another update after I stop by Casa Del 68 again. Please note that I have not updated the scores for this table as the P-ROC extended edition S/W modification is not what this game ended up as on the street. This game with the the P-ROC S/W pax would rate in the mid-9's in my book.

The Pork and Beans mode is Mongo approved!

Update v.2: This game is fun. Lots of fun. I got the chance to play this game with someone who knew it inside and out (after he read my bashing review) and he graciously showed me all around this table. The little things like multiball stacks (NOT EASY) and some really good gameplay. This game is a great layout and the new S/W makes a really expensive game an even larger investment. But I have to say... It's a really great game. I love being wrong about pinball!
9.313/10
11 years ago
I'm still getting to learn X-Men. I like it, but I like it less and less the more I play it. Not a good sign.

The Pros:
A great PF borrowed and flipped from Tron with a few extra shots at the top of the PF. This game has flow! Magneto MB start with the balls spinning in the middle of the table is way sweet.

The Cons:
This one is on me. I still don't know how to really make this game sing. The Wolvie magnet is not my favorite placement of a magnet on a PF. Standard issue hit the (whatever) shot x times over to complete mode is... uninspired. The Iceman ramp/diverter missing on this game is a hinderance to the game and I have had more than a few balls placed directly between the flippers when the ramp crosses the PF. Super weak LE feature.

The Takeaway:
I'm still willing to give this game the time it needs to get updated and play the way it should. Between the LE's and the standard edition, I am beginning to think that the standard version is superior (transformers syndrome) to the more expensive LE variant of this deck. We will see what Stern and Lonnie Ropp have in store for us with updated code this title... but I am losing faith with this title.

Update:
FAITH RESTORED! There are two big reasons for this. One, a friend of mine got a Magneto in primo shape and it is a joy to play. Two, I have a much better idea of what to do after reading the rulesheet and getting to know this game better. Wow! I may have never been so happy to be so absolutely wrong about a pinball game. This game just made the want list! That and a Ripleys...

Scores updated accordingly. More updates to come!

Update v.2:
Now, when I go to my friend's home to hang and play pinball, I spend an inordinate amount of time on this deck. The shots are tight, the rules are deep and the flow of the game is spot on! The strange thing is that the features of the LE are some of my favorite and some of my most vilified toys on a pinball game. I love the Nightcrawler "troll" targets and the spinning magnetic multiball start.But that damn Iceman ramp that feeds the ball SDTM (with no ball save) is one of the worst features ever put into a pinball deck. Playability goes to the pro on this feature alone. I don't care for the translite on the Pro. It's too damn busy for my tastes. For some reason, the voice acting on this game is serviceable, but not more than that. And that is a shame, because the comic book is all about the characters. I don't like adding mods to make the game play as it should, but the Wolvie messenger ball makes visibility and the shot less of a bash toy and more of a skillfully aimed shot. You still have a random reflection from the shot, but it is not the sucker shot it was before. Get it already. The rules on this table are incredible, complex and very well done. Combos, stacking modes, functions and multiballs... Hooo-eee! This game is very deep and challenging. The DeadPool rules make a huge difference in how you select and complete modes. X-Men joins games programmed by Lyman Sheats and Keith Johnson in terms of complexity, needed knowledge of the ruleset and skillful play as far as what the player needs to do to reach and complete the wizard modes in this design. This game has just made the "want" list. I grew up with the comic book and with all the work that Stern and Co. has put into this game... It's a true player for me!

The best rulesheet that I have found for this game (S/w ver 1.51) can be accessed here:
https://docs.google.com/document/d/1RXQg7NEYahyzLrrT-E3WXAmhKNtT-eVfqc5GEWZdHL0/edit#heading=h.gca79vh2ek4

Update v.3:
The voice actor for Magneto sounds like Thurston Howell the 3rd

Update v.4:
I am coming to the belief that this is the least known of Stern's "underrated" games. When this game came out, it didn't make much money. The code was horrible and the theme didn't have a movie tie in to get people to want the game the same way they wanted I-ron Meng. The good news is, this game is a true player and a real shooter. The rules are good AND deep. Two wizard modes. I have never gotten both of them in a single game play. When you get into the rules, there are certain strategies that become apparent. However, there isn't a "thing" that makes or breaks this ruleset. Multiple goals can be sought after simultaneously. Some of the shots on this game are HARD (rogue). Some of these shots are EASY (iceman) and the rules accommodate for them. A few of the modes have secondary shots and features to help with assisting completion. The more I play this game, the more I find out and appreciate what has gone into this underappreciated design. There are a few things that I still don't really understand. Why are the flippers so far to the left? How does one rely on Deadpool? Why are the quotes on this game so overblown? I have had Storm, Phoenix and Cyclops talk through an entire bonus count. Yeesh...

The good news is that this game plays so much better than most pinheads will ever appreciate. I am so glad I got mine. Overpaid for it, and I just don't care. This game is a true player and if you get the chance... play the heck out of it! I still prefer the pro to the LE.
9.484/10
11 years ago
The Shadow is a players game and then some. Play on Players!

The Pros: More to do on this game than most will realize. There is so much to do and all of it depends on your skill as a player! Even the video mode on this table is challenging. The diverters became so much more fun after I realized I could "assist" the ball into the ramp. No pop-bumpers mean a deadly fast game that requires you to be at your best. The mini-pf is as fast as the rest of the table. The modes are challenging and the secret quack mode will make you crack up as you seriously try to beat your high score. Laugh it up in multiball or on the mini-pf and see what I mean. The Final Battle is not easy to finish and the reward is worth the effort, a cool Bil-Yun! I have yet to get the elusive 7-way combo.

The Cons: Movie studios have approval over backglasses... The mini-pf optos can be sensitive. Put this game in a dark corner.

The Takeaway: Brian Eddy is 3 for 3. 3 designs, 3 brilliant games! Everyone wants AFM and MM, but this game is no joke either. This deck is the best pound for pound, dollar for dollar game out there, period. Some people don't like Baldwin on the BG, but... I play with my eyes on the PLAYFIELD, WHERE THE GAME IS HAPPENING (unless in video mode, but even then, not at the bg)! Software errors on the second final battle are exploitable, but hey... its the FINAL BATTLE, so work it! Rumor has it that The King Steve Ritchie referred to this as the best design he has ever seen that "basically, 1 man put together." Now I don't know the exact quote or what happened with the rest of the team on this, but I can't imagine a single person putting together a game like this in the deadlines that are given to pinball production. Regardless... this is a damn fine game. Whatever the production situation and to whomever credit is due... well done.

Update:
This game never stops giving. When this game is working as it should, it never stops. No pops to get in the way of the movement of the ball. When the upper pf is doing what it should... non-stop. the scoring is balanced but there is an exploit. The left orbit to the inner loop. But this exploit is SO HARD to exploit that I can't see it as an exploit. I own the game and I can't get it on command. Ok, I'm not a top player... but this exploit is not easily exploitable by a LONG MILE. Get it set up and working as it should and tear it up!
9.420/10
11 years ago
Creech is a players game. Period.

The Pros: Shots that require precision at all times. Most of the playfield is cut in half from the flippers to the top of the pf. Setting up 4x pf and getting a super jackpot (another 2x) is TOUGH, but if you can do it, it is SOOOOOOO is worth it. Makes you jump up and down with joy. Risk vs. reward personified on this deck. The entire team got the package right with this game. It plays fast but is true to the retro feel of game's theme. This game is all about control and your ability to execute shots as needed. Building up the game to multiball can be hard work. Watching it all fade away after a single missed shot is punishing. Partially obstructed shots do not make anything easier on this design. This game will make you a better player because of it's design, but it is not necessarily for the casual player. My very first pinball game was another Trudeau design, Judge Dredd. CFTBL is head and shoulders above it. I'd go as far as to say that this is Trudeau's crowning achievement of his pinball career.

The Cons: Shots that require precision at all times. If you miss, you will very well pay the price. Sometimes I just wish that the flippers were 1/8th of an inch closer together.

The Takeaway: This game is not for the timid or the flailers. All the shots start 13/to 1/2 the way up the PF and send missed shots screaming back at the flippers and the lanes. Most of the lower ratings on this game reflect a more casual player's point of view. This game was the final game of a division at PAPA 2010 and it separated the players who could do under pressure when it was time to perform, and those who struggled. And these were some of the best players in the world. Now, if you don't like it, play another game. Personally, this game keeps me coming back and I am very happy to have it in my collection. I enjoy this table knowing that I am a better pinball player with it in my stable.
9.420/10
11 years ago
World Cup Soccer is the only other game besides CV that I like from John Pop. It's not his table designs (they flow like water)... it's the rules. One thing that WCS has going for it is a relatively simple rule set that builds towards the game against Germany in the wizard mode.

The Pros:
Good flow and shot selection. The skillshot requires a different kind of plunging and bumping. Scoring a goal always feels satisfying and the soccer ball is a good randomizer. I have never seen a kickout hole that you can control used to score major points on a table before. The build lock, extra ball, soccer dog shot is a challenge to hit all the way at the top of the pf. The orbit/exit on the righthand side of the PF can be BRUTAL! So you'd better activate your spidey-sense and play like you should. The left outlane needs to be relit asap when collected requiring ramp/vuk shot to the right inlane and then a tricky shot to the standup on the lower left hand side of the pf. This game is unusual in the fact that it can be kid-friendly or papa nasty with just a few adjustments. The wizard mode is not a gimme, you gotta score some goals against the teutons.

The Cons:
Kickback needs to be lit at all times or an impending drain is on the way to the lefty. Missing the final mode shot often results in an deflected ball heading to the left outlane. It has been a long time since we have seen a game with a player controlled magna-save. Unfortunately the implementation of this feature is very limited. I have never, never, never ever... used the magna-save until I bought the game and started to play around with it for the slow meandering drains around the flippers. However... this is a JPop game, so it has to have magnets. The free kick target is a lot of risk for minimal reward.

The Takeaway:
A bit of a throwback for some people who like deep rules on DMD games (and I certainly do!), but with this table the simpler rules are fine with me. Larry DeMar did a great job with the code on this table. The game may seem simple, but this deck is rarely easy when set up to play hard. A great pinball game for the price. The theme is friendly and while this is not the best KO'C BG (the soccer players look weird to me), for the most part this game looks great all around. I hear people complain about the theme and they just can't get into soccer. Well, this isn't really a soccer game. It's a pinball game. So quitcher' complainin' and play some pinball! I just got one and when I set the game up PAPA nasty, am thoroughly enjoying playing it, in fact, I can't stop playing it. The sign of a great pinball design. This deck is perfect to practice for your PAPA tourneys (it's been in one of the A/B/C lineups every year for at least the past 6-7 years? And yes, they know more about quality competitive pinball than you or I ever will) and you'll have a heck of a lot of fun in the meantime. Now I gotta get me some lightning flipper bats...

Update:
The more I play this game, the more respect it. Some people have disparaged this game (even for it's time) as a "dumbening" down of the rules in pinball. While the ruleset is less complex than Addams family or other titles, Larry DeMar did a brilliant job of "getting the balance right" in terms of risk/reward and using the game to it's fullest. Most of the shots on this game are open and easy to access. The right hand side of the PF... not as much. If you can work the right ramp and the final draw shot, you will rule this deck. Many times I'll reflect a shot from the right flipper to the relight kickback standup area to get the ball into the final draw to start multiball, which is king for this table! So, a very straightforward game that is very flexible in how it plays. It is also simple enough that I feel that you really don't "luck" into too many points. You have to play the game well and earn the points you make. A true player!

Update v2:
This game just keeps on giving. When properly setup (which is at the discretion of the owner), this table always challenges and the Final Draw shot will make or break your ability to win a game. There are so many subtle yet well balanced that these details do not show themselves until many hours of play on what many consider to be a more "shallow" game. An exercise in "less is more". A game that is well balanced between the playfield, features and rules. Those who say this game is too easy aren't trying too hard to make it a tougher game. Seriously, this game is Addams Family flexible on how easy/tough it can be set up. I'd love to find another copy and give it a home.

Update V3:
The details of this game start to really show themselves after a lot of play. This game has legs. Back on the want list for sure!
1.998/10
11 years ago
Champion Pub is the WORST game that game out of Bally/Williams in the 90's.

The Pros:
The PF toys are cool with some real innovation in the mechanics of this deck. Brad Cornell, well done. A brilliant deck if you like to... jump... rope, or... hock... loogies.

The Cons:
The rules blow... donkeys. It's almost as if this game got Fear Factor bounced from NBC. Modes and scoring is incredibly unbalanced. Why bother with playing pinball when you can just use the spitting gallery video mode to get a great score. You will never see it on route due to maintainence issues. Unless the software is updated to the newest version, the game chokes on it's own code. The outlane on the right with the area leading down to it reminds me of a bagatelle. Even the skill shot only requires you to push and then... WITH SKILL... let go of the launch button. I believe that the way this game plays is that reason. A fun game for the grandkids at the vacation home.

OK, here's your CP tourney play strategy... multiply your scoring bonus by 2x 5-6 times. Hit the spitoons... a few times and then on your first boxing match.... hit the KO JP for 64 million points and walk away from the game. Note the deflated look on your opponents' face and know that there is no way he'll beat your score unless he was taking notes.

The Takeaway:
I recently played this game again in another collector's collection and it was it tip-top shape and my assessment of this deck with snappy flipper and tuned mechs is the same. If I could use a single word for this pin-bomination it would be either "gimmick" or "novelty" or "anchor", or maybe I'll just stick with "pin-bomination". With all the toys on this game it's as if someone forgot to add the "pinball game" to this boat anchor. I'd rather play Popeye than this table. There is a reason that Pete Piortrowski is only listed as a pinball designer once. Champion Pub is that reason. So, play this table ONCE and then when someone asks if you have ever played it, you can say you played it and tell them that you will never speak of it again.
9.800/10
11 years ago
Flash Gordon is one of those games that is just plain nasty to play. I do not mean this in a negative sense, it's just that the play of the table is really difficult. FG will eat you alive and left wondering... can I really play pinball?

The Pros:
Claude Fernandez's design features innovative shots and bonus multipliers that require you to travel up and down the playfield. The shot up the right ramp and back into the shooter lane to collect bonus. Inline drops, specifically lit drop targets and an upper playfield that requires a good deal of nudging to keep the ball from screaming down the playfield toward the space between the flippers. This game is bonus heavy. You do not want to tilt. Your scoring options/ choices require shots from all angles across the PF. These choices are ALWAYS making you assess risk/reward and thereby making you a better pinball player.

The Cons:
Your game will probably last less than a minute. If you're lucky. Broken drop targets mean you might as well order the set of 12. Once the individual drops start failing, all of them are ready to go.

The Takeaway:
Not an easy game, but when it sings, it sings like no other because you EARNED your score. Boost your bonus with 2x and 3x PF scores and hit the top standup with the shooter lane collect (all within 15 seconds) and celebrate your pin-fu mastery!!! Incredible artwork by Kevin O'Connor is top notch. Keep your eyes off the flashing strobe though. This is one of the few games still on my "gotta get it" list from Bally around this time. It would look great next to my Skateball. Steve Ritchie accused Claude of "stealing" his multiple PF idea from him. This may have some merit, but I don't remember BK having inline drops. I also believe that the gameplay between these two great games is so different that this game design is not only a great one, but as a player it stands on it's own. Go find one, get your pin-butt kicked around and love every (curses, foiled again) minute of it. Just like the Iron Sheik... Flash Gordon will make you humble!

Update:
I finally got one of my own and it's super fast. The flippers are strong and both can make the shooter lane for the bonus collect. I have to do some painting on the PF... but the BG is sweet and the cab is faded to the oh so in color of pink (or "Salmon" fo' da' Lay-deez!). I can't stop playing it. Just to make it even nastier, my outlane posts have been removed and anything heading to the sides is in mortal danger of goin' into the outlanes. I can't wait to finish painting the PF, wax this baby up and feel the pin-pain! Build up your bonus. 2x + 3x AND collect the shooter lane and the oh so elusive standup on the top of the PF hiding behind that pop bumper in 15 secconds! You got pinball wiz-skills? This game will test them, leaving you pin-sore and wanting for more. Or at least... that is what it does for me. I'm addicted, what can I say? Claude created 2 great pinball games, this one and Skateball. I am a very lucky pinhead to own both of them.

Alright, back for more punishment. Where'd I put the pin-gimp-suit?

Update V.2:
I have NEVER given a game as many double barreled middle finger F@&k yous as this game.

Ever.

And I keep coming back, loving every second of the challenge. You think you can play pinball? You got a 7 digit score last game, great. Let's see how you do this time around. The definition of a true player and a pinball challenge for the ones who got pin-game. I took the posts out the outlanes on my deck. No rest for the wicked!!!

Update V.3:
Some people will say this is a "luck" game. Many tables from this era are very difficult to control. This game while brutal, is a great table to work on your "recovery" skills. If you can reel this one in (like EBD, Frontier, Harlem Globetrotters, Skateball and many other Bally classics...) you are going to be in for a treat. You just have to survive Ming's fury!
8.828/10
11 years ago
Centaur is an absolutely wonderful game. This is the best example of a game that bridges EM rulesets and the more modern and complex tables of the 90's and beyond.

The Pros:
Jim Patla and his entire team did a marvelous job considering the tech available, this game is a wonder of engineering. The amount of information packed into a 16kb (yes that's right Kilobyte) Rom is staggering. It's almost as impressive as Eugene Jarvis cramming 20k of code to create Defender. Game play requires skill, aim (don't mess up your orbs seq.) and nudging from the out to the inlanes. inline drop targets, magnets at the top of the pf when multiball starts when you hit the timed skill shot from the flippers.

The Cons:
No multiball multiplier, but this may be ridiculous with 5 balls on the pf. Enjoy the chaos while you can.

The Takeaway:
The game play is absolutely superb. The art is incredible. Paul Faris did a brilliant job with the entire package. Please remember that pinball is a getaway from reality. It is fantasy, just like reality TV. Some people still don't get it though. I think that this is their own (daft) opinion and their opinion matters to them. This same pinball crowd would probably like yellow smiley faces on their shirts and believe that Strawberry Shortcake is a GREAT theme for a pinball game. For these points of view, I have a joke to pose to them: What's black, white and red all over...?

Update: The more I play this game, the more I find that the strategies are directed towards building and collecting bonus (my favorite game ruleset from this vintage) and that it tops out with the bonus collect from the right lane to the top of the PF. Combined with an O-R-B-S multiball stack, this means that you are constantly juggling to control the deck while deciding where you want to place your shots as accurately as possible. Releasing all the captive O-R-B-S is always satisfying. It's not always easy to get to bonus max 5x, but this game definitely needs to be tuned and adjusted to keep players from running away with their scores on this table. Getting to that maxed out bonus SHOULD be very difficult to do. Read your manual, make your rules as hard as you can, steepen this table out and wax it to a shiny surface. Consider removing the upper outlane bumpers and see how well you can play pinball now...

Update v2:
I have had to nastify this deck even more to keep it interesting. With that in mind, I am playing it less and less. So, the dream is over for me. I'm selling my copy to make room for other games I'd rather play. Who wants to trade for a Frontier?
9.453/10
11 years ago
Pat Lawlor and team finally comes to full bloom with this game. What a package! The entire environment of the game just pulls you in. Rudy as a character is fully realizes antagonist and you will find yourself talking back to him quite a bit. Seriously.

The Pros:
Long shots on the left, short ones on the right. However, this game does not suffer the lack of shots from either flipper. The right flipper has fewer shots than the left, but the lock is crucial to this game and the mirror can be bounced off the hotdog. Pat took good notes from the Whirlwind design. Double plungers are a good design and topping out Frenzy before starting multiball is a great way to boost your score. Multiball and the Mirror wizard modes are not out of scoring range of each other. Loading up the trapdoor jackpots is never easy, but the rewards are worth the effort.

The Cons:
Fixing Rudy can be a real chore. Who knew brain surgery on a mannequin could be so labor (and parts) intensive. The left plunger can be difficult to judge a launch with adding a bit of lock to the skill involved. These items are minor though.

The Takeaway:
What a great table. It may not be as deep as most DMD's, but the ruleset is so well designed within the table that you never seem to notice that you are playing a alpha-numeric pinball game. The best single word for me to describe this ruleset is balanced. This title makes you remember that pinball is fun. Rudy taunts you, but when you get him, you get him good! Some people are creeped out by Rudy (what is it with all these emotionally fragile pinheads that are out there??? C'mon, it's only pinball!). He's a mannequin. Mannequins are creepy! So what do you do to creeps? you hit them in the mouth! Preferably with a steel ball.

Update v1:
This game has long legs. I keep on playing it and it keeps on challenging me. Love it. After TZ, Lawlor's best.

Update v.2:
Funhouse has left the building. It went to a good home and I hope the new owner treats it well. While I love it. I am happy to enjoy it in other people’s collection now.
9.888/10
11 years ago
The Simpsons Party Pinball is a creation of passion. Notably Keith Johnson being the most righteous pin-geek that he is... made sure this was one of the best pinball games EVER produced.

The Pros:
The layout is packed full of shots is every corner of the table. All the flippers on all the pf's have multiple shots that require skill and timing. I could go on forever, but I think there are many other reviews here that eloquently state their and my case. This table is not your average Fan-Man layout and requires the play to carefully consider their options before flipping the steel ball around the PF. The amount of thought, care and pin-love packed into this game is incredible. Just get to the Springfield Mystery spot to get a real taste of it. You can stack just about everything. Even wizard modes. Agh, my brain hurts!

The Cons:
SouthPark Pop Bumpers that cut off the pf on the left hand side. Fortunately, there are targets in front of and even inside the bumper garden. Good players will see some of the mini wizard modes. Few will ever see the SUPER DUPER MEGA EXTREME WIZARD MODE. I should know, because... I still haven't see it.

The Takeaway:
Most of the ratings for this game that are not glowing start out include the statement : "I'm not a simpsons fan..." or "I'm not a fan of the stop and go play of this game". This leads me to 2 very sad conclusions. People who do not like this game are either: 1) Humorless twits 2) Don't like to think when they play pinball and rely on twitch skills to get their high scores. Unofrtunately neither of the above parties are capable of seeing said forest for the obvious trees. Or maybe they just don't like newer games. Nah, it's got to be that they're just the other type of pin-heads ;)

TSPP is quite possibly THE BEST pinball game to come out after Williams closed its doors. I would put it up there with some of the best A-list B/W games ever made.This deck is that good! A great theme, execution and a damn fine game. If you are going to get a newer Stern game, this deck should be in your short list of not at the top of it. TSPP is a great one that will keep you entertained for years. If you are going to get a newer Stern game, this may very well be the one. It will be for me.

Update:
This game requires a deep understanding of the deep rules contained within. Every shot has a purpose (even the Otto standup and shot to reset your timer to 30 seconds) and the more you "get" the game the more the game will " get you. That means this deck is not for everyone. I heartily endorse the simple games of yore, but if you want a modern true skills game that will test your abilities and patience, this is a great deck to do it with. Master skill level wizard modes await if you can handle the "minor" wizard modes that lead to it. Getting that 5th ball locked on Alien invasion means that you have to plan your locked shots and how to make the upper PF locks AND not drain after the ballsaver is over, is the gatekeeper for me.

The are very few games that match the depth and difficulty of TSPP. The Stern titles AC/DC-Encore, LotR- Valinor, PotC- running the gauntlet, Family Guy - sperm attack and WPT- Keefer Open (which may be the only game that is harder to reach the final wizard mode with "imho") are the only games that come to mind with the depth and difficulty that this table offers. Watching Bowen do his thing on the TSPP altered more than a few strategies I have playing this deck, but by no means is my gameplay linear. I am more aware of the options available to me during the game for it (Thanks Bowen!!!) and for me this deck is akin to Twilight Zone, it keeps on giving and giving.

As far as I'm concerned, this table is a true player and a real keeper.

Update:
If there is a drawback to TSPP it is that you have got to really get to know it before you can ever get it to sing the way you'd like it to. I had to own the game to really figure it out and even then... The PaPA tutorial made a huge difference in my gameplay and strategies. More than any other table I can think of, if you are willing to invest into TSPP, it will pay you back again and again and again and again...

Thanks Keith Johnson!

Update v2:
A strange thing happened to me the other day at Team League. Playing TSPP I looked over at the South Park right next to it. The similarities on the PF layout are very familiar. The lower PF layout from the inlanes and outlanes to the standups on either side of the pops to the Cartman hole/ Itchy & Scratchy saucer. Even the launch lane ro the middle left hand side of the PF... Nearly identical. Even the garage/Chef and right ramp. Now I'm not saying that they are the same game, they definitely are not.

You can take a look here: http://ipdb.org/showpic.pl?id=4444&picno=9653&zoom=1
and here: http://ipdb.org/showpic.pl?id=4674&picno=9003&zoom=1

So what is the similarity and differences?
Joe Balcer worked on both decks and is credited as a designer. Joe Kaminkow worked on South Park and Keith Johnson is placed as the other designer on TSPP. Both games are successful pins for Sega/Stern. But the secret sauce is Time+Keefer. This game has one of the best and many would say the DEEPEST ruleset ever created for a pinball game. While there is more to keep track of than most games, the status screens will give you the info you need. While multiball may block out the shots you need to complete modes with, quite often the sound cues and the DMD will still show you if you have made progress towards a mode completion while multiball is going on. Stacking Multiballs and wiz modes are one of the BEST ways to keep the game cranking and there are numerous strategies to consider. This is especially important (for example) with harder settings on S/W preferences or if the garage door is not functioning properly. Three skillshots +1 to start Secret Stash, There's a mini-wizard mode right there. Just remember you have to COMPLETE ALL 6 modes to get to the real wizard mode. This game is much like Twilight Zone for me. It has been around for a while an even though I am familiar with it, this deck just keeps on giving and giving. If there would be ONE thing I wish that this table had, it would be a second switch on the left flipper so you could trap and stage flip on the upper pf. Alien Invasion has been blown SO MANY TIMES on this game. I'll take any help I can get. Has anyone got a mod for this?!?

A true player for the ages.
9.120/10
11 years ago
Whitewater was a game I played quite a bit in college. I loved it then... I love it now. That's a good sign when a game can stand the test of time.

The Pros:
Lots of shots and flow. The more you get used to the tighter shots in the game, the easier it is to get to wet willy's. Getting to wet willy's is always a challenge. Vacation JP is even tougher to reach. When this game opens up, the ball never stops. Triple Jacks on 5x is always a real rush!!! The shot through the Boulder Garden is tough and the extra ball requires aim and lighting reflexes after you hit it. The table has multiple strategies to it even though at first it seems straightforward. You can achieve your first multiball in 3 shots, but you still have to work it to get big points. Depending on your skillset and preference, this game can be set up to be very friendly or super nasty with the adjustments on the outlanes and pop-bumpers. The lock targets are all about risk/reward and the standups to relight the kickout make center of the table very interesting.

The Cons:
The lower left flipper is rather userless. Seems to be a Nordman trait that larger parts of the PF are rather devoid us useful shots... DM is even more guilty of this characteristic.

The Takeaway:
Whitewater is a great pinball game. Multiball has one of the best starts ever. Is it perfect, no. But it's a great game (make sure to get the updated ROMS!) and besides, who doesn't like a bowling bigfoot? I gotta get my hands on one someday.

Update:
The 5x multiball setup is incredibly powerful, but not the only way to play this deck by any means. There is lots to shoot for, and a big part of is is the strategy of what to do with what the game is "giving" you at the moment. Do you really want to chance the boulder garden is gonna give you the 5x you are looking for? The limitation of shots from the left flipper is made up for by the amount of shots you can get at the center of the PF as well as the utterly critical kickback re-light standups. Aiming for anything lower than that on the PF is a very dangerous proposition. More than anything, this deck has that "one more game" in spades. I love playing it and would love to have one in the stable some day. I still think Dennis's best design is Indy 500, but this game was my top Nordmanite creation for years until I discovered I.5k.

A damn fine pinball game when everything is said and done.

Update V2:
Secondary and tertiary strategies start to become apparent with more mileage. I now specifically look for advance raft shots especially as the game progresses. The feeling of "Oh, well now that I'm not ready for the 5x + multiball setup for the win" is now gone. Even low-speed back hand a moving ball from the left flipper into the boulder garden and can fall down through the secret passage for another raft advance. Your mileage will depend on the character of the table you play. Sometimes this can be aided with a well timed shimmy-shake as well. Even a Spine chiller multiple ramp loop can add up quick. 5m-10m-15m-20m. That's 50 million in 4 shots! It may be a longer route and much rarer to see, but a Wet Willie's+Multiball (+5x, anyone) stack is possible and very lucrative. A 5x + lost mine is nothing to sneeze at either. This game keeps on giving. Me likey!

Update v3:
This game is great, but time is showing it’s 90’s ruleset. There are still many ways to make points, but this game is much like CftBL in that there is really only 1 way to make huge points. 5x multiball executed with skill. The trouble with this is that the randomness of the award cycling in the pops means that you can set everything up and still have to make dangerous trips to the pop garden to chance landing on 5x. Still, an excellent game. If you have a good pf with no insert lifting... KEEP IT!

Remember when this game could be found for under 1k, just like BSD...? Yeah...
9.640/10
11 years ago
AC/DC is the best game to come from Stern in a long long time.

The Pros:
This is the best sounding pinball game... ever. The theme is incredibly well executed and the details of this game are well attended. Drops instead of standups are a welcome addition. The Bell diverter lane as well as the diverter from the left ramp. Oh yeah... the lower pf is a welcome return and addition to this game. Not too much time is spent down there and the scoring is not so significant that it is unbalancing. This table flows well and is a worthy successor to the T2 layout. Smooth flow and lots of different modes use the entire playfield and yet all the modes do not feel boring. 12 songs, 12 modes, 12 sets of rules within the same table. Stack you MB's, multiply your PF scoring and rock out!

The Cons:
I need more time with this game. I'd love to see what they do with the wizard mode. You had better like AC/DC songs because you are going to hear a lot of it. The inlane/outlane on the right is obstructed by the cannon. The bell seems to break a bit on location. I stay away from a few modes at all cost (Thunderstruck, agh!)

The Takeaway:
With software updates and more tweaking of the modes on the way... this game is a winner. It feels great, it looks good and the gameplay is fantastic. I have to play this game more, and that is ALWAYS a sign of a good pinball game. Congratulations Stern... I am more excited to play this game than any other pinball game I have seen in years.

Update:
This game has LOOOOOOONNNNG legs. I mean, it just keeps on giving and giving and giving. The game can be set up for easier play (If you absolutely need to make Encore), and can also be set up to be PAPA nasty and downright deadly as a player. There are some minor complaints about the cannon modes, but... these are such small matters as compared to the big picture that. They don't really matter at all. A true player in every sense of the term and quite possibly the only game that I don't have in my collection that I HAVE to own someday. When you really think about it, there are only 5 shots on the game.

Left Orbit
Left Ramp
Bell lane
Right Ramp
Right Orbit

and nothing of real note to the layout. This game is a true testament to the genius of Lyman Sheats and is one of the few games that Stern made that was not programmed by Keith Johnson to be a truly brilliant, deep game that is without exploits. This is a game that offers you many valid and earn-able choices as to how to play as your game progresses. If pinball was art (I do most sincerely believe that it is) This pinball deck is analagous to DaVinci's David, Michaelangelo's Mona Lisa. So there. Ritchie and Sheats's AC/DC.
8.860/10
11 years ago
Cirqus Voltaire is a truly fantastic table. At the time Williams thought that it would be the next best thing since sliced bread and put another game into a lesser spotlight at the shows. That game was Medieval Madness... HA!

The Pros:
The sound and art package is tight, the neon light fits perfectly with the theme. The taunting of the ringmaster is perfect. Colors are bright and shots flow smoothly. The software and outlane adjustments can make this table much more challenging. When was the last time we had a disappearing pop bumper on a table? This game epitomizes what pinball with character can be. I like the placement of the DMD by the screen. Who would have known that looking 4 more inches less away from the playfield could make such a big difference. I love the start of highwire MB with the balls dropping onto the table. Stacking MB's is way sweet! The most I can start at once is 3. The training animals - rubber ball has to be one of the simplest and most ingenious game randomizers to ever be placed on a pinball PF. There's only 1 ramp on this game, but just like TOTAN, this single ramp is utilized in many ways. Sneaky lock always makes me smile.

The Cons:
A few ball hangups, but this is a JP game. The wizard mode can be confusing, even with instructions on the DMD. Oh... I'm still in the join the Cirqus mode on my next ball? It's a wizard mode, not a chore. A pinball game should not be so difficult to figure out. I'd like to know what the heck I need to do without having to read a pinball.org rulesheet. Multiple tiers with the wiz mode is a cool idea. It just feels like it needed more, I don't know... polishing... even with the home roms. Oh yeah, I wish the home roms were the release roms. You often see streaks on the bg's from the ball kicking up in the backbox. Some requirements for the cirqus are a gimme. You don't even have to think about completing them. I have lost how many random ball traps this game has hidden in it.

The Takeaway:
CV is John Papaduik's best game along with WCS '94. I think that this is also Linda Deal's best looking and most cohesive art package. This game just looks fantastic! Cameron Silver must also be duly thanked for taking his own time to make this game the version it should have been with the home software update. All in all a great game.

Update:
Secondary and tertiary strategies are all over this game. I know some people who play the new ROM just to stack all the multiballs at once. Not the highest scoring strategy, but a challenging task that adds re-playability to this great design. I don't like getting "stuck" in the wizard mode, but all things considered, this is a tiny issue to focus on with this great deck. If there was a "difficulty" setting with the wiz mode to make it something that can't be taken for granted, I'd like that. All these minor criticisms aside I still love playing this game!
9.556/10
11 years ago
Star Trek:TNG is one of those games where everything comes together. The sound, the shots and the rules are fantastic. They got all the voices of the main characters on the show to participate on this one. Out of all the Star Trek pinball games, this is the best one by miles, er, warp factor 9.7!

The Pros:
A Great game that takes you on a journey in the world of Star Trek. Really, I'm serious. I could get deeper into why this game is great, but I'm just going to go with the single sentence above. Normally I'm not up for video modes, but this one has not just one.. but two secret video modes in it. The Picard maneuver separates the men from the boys (I'm still stuck in puberty by this definition). Ball control skills are a must as the outlanes gobble anything that gets within 6 inches of them. The voice calls are perfect. Humor is abundant in the modes and are even better when you lose the ball when you shouldn't. This deck OOOZES character. Getting the entire cast on board is a definite coup for this title. The cannons are way sweet and are even better with the laser pointer mods that you can get for this game. I usually don't go for mods, but this one adds to the play and works perfectly with the Sci-Fi theme. The ramps are well placed and a shot to the borg ship is tough and SOOOO satisfying when nailed spot on. It gets even better when multiball starts and the ball is spit at the flippers from the upper reaches of this deck. Multiball uses the cannons as well as the spinner to keep the mode "fed" using the analogy of battle (with the Borg) better than any other game that I can think of. The Final Frontier is always a rush when reached.

The Cons:
The game needs to be maintained very well to play properly. Videomode NEEDS an randomizer or at least a few different layouts with the tunnels (LLRRLLRLRL...). Tourney players often "timeout" shots to get to the Final Frontier without really playing the game. Not the biggest fan of the half and half BG (lower half, the cast... upper half, random trek stuff) Greg Freres probably had the actor's agents looking over his shoulder (curse of DM), and I know that he can whip up masterpieces. Still a better composed BG on this deck would have been nice. Wish the cannons had more to do in the game (as in the final frontier?!?)... but they DO break down... These cons are all minor compared to the amount of RIGHTEOUS put into this game, so please note that these are small quips in relation to the massive multitude of positives that this game possesses.

The Takeaway:
I will have one in my stable someday. Steve Ritchie's best, hands down.

Update:
This table is still my favorite Star Trek Design. The new S/W on the Stern version is AWESOME. But this table just has that incredible B/W feel that epitomizes the DMD golden age that we have all know to represent the time when pinball was the best! With all sincerity, I love me some Star Trek, and both of these designs fit the bill.
9.480/10
11 years ago
Scared stiff is a fantastic pinball game with some really cool features. Nordman, Freres and Co. have done it again!

The Pros:
A Great pinball package, great humor and a great rack. The shots are well designed and smooth. The Scared Stiff lightshow/freakout is a great reward. What a perfectly executed theme. The animations are spot on and it's great to have a celebrity who "gets it" and makes real contributions to the package. The audio call are simply some of the best ever recorded for a pinball deck. This game has a great deal of shot "flow" that really gets going when you have to hit alternating ramps during multiball.

The Cons:
Can be a bit easy to run the table at least to scared stiff. Adjust table rules as necessary. The crate can be difficult if not working properly. Dead pops and rubber kits make this game fall flat real quick.

The Takeaway:
Scared stiff is easy to achieve. The Spider wheel is not. Unfortunately the Spider wheel is a two shot combo that can get a bit boring. Still the Spider wheel WizMode is fantastic. If you'll ever see it. PAPA had it in the A bank in 2012, and all but 5 games were under 20M. So for those complaining that this game is too easy... set your games up harder and play like you mean it.

Update:
This game may have the perfect 2 flipper fan layout. All shots feel awesome and the balance between ease of shots and chaos from the trunk is very well done. I still have a soft spot for Indy .5k... but this design is probably Nordman's best shooting and most easily accessible game to pinball players. Some will complain that this game is too easy.

Adjust the game rules.
Open the outlanes.
Sensitize slings.
Replace rubbers on playfield.
Clean playfield, ramps, subways, and ball trough.
Put new balls into the game.
Install whisper-tilt (tm) setting on plumb bob.
Tighten the skirt at the bottom of the playfield.
Reset high scores.
Play your "new and improved" difficult as can be game.
Let me know if this game is still too easy.

The scared stiff mini-wizard mode is great and if played well. Key to really big scores. The Spider multiball is always a blast and the game always feels as good to shoot as anything that has ever been reduced by Bally/Williams. The art is great. The spider mechanism is a pleaser to new and experienced players alike. Most of all, Elvira is fun. Thank goodness she is game for tongue in cheek, silly, goofy, sexy scares. Some will say this game isn't for kids. I'd say it isn't for some adults as well. Especially the uptight ones. Some people's kids, no sense of humor...

A great IP featuring an engaged celebrity that "gets" pinball. Only Slash from Guns and Roses may be more involved in the creation of a game that bears his likeness. And wouldn't you know... After playing it all this time. I just found out about the secret passage to the left of the Bone Head lanes. It was there this whole time...

Scores updated accordingly.
4.842/10
11 years ago
Theatre of magic is a beautiful package that has a serious imbbalances in the rules/gameplay. As a player, this game is hugely overrated. It is an easy player, not a players game.

The Pros:
This game is gorgeous and lush. The sounds are fantastic and the entire package integrates into the whole theme incredibly well. The right ramp can be a really tough shot depending on it's sweet spot. Shots zoom around smoothly and very quickly. The shots on this table have the Papadiuk flow big time. Even more so than most Steve Ritchie games.

The Cons:
2 things to shoot for... multiball and the left orbit. Rinse and repeat, and again, and again, and again. Hope that the ball bumble down the backside of the trunk after a multiball or two to get your locks going... The cellar kickout can shoot that ball straight down between the flippers if not properly adjusted. Some much to do and such a shallow ruleset. After watching the ball loop around from the right flipper all the way around the playfield over and over and over and over... Score a billion or five in combos... it's time to move on.

The Takeaway:
A great way to introduce people to pinball and have them enjoy a game or three. Collectors who love games that look fantastic, will lavish thousands on trinkets and restorations with this deck. But even with fresh wax, open outlanes and a steep setup... if you are a serious pinhead, you will tap this game out pretty quickly. TOM IS NOT A TOP 10 GAME. Not by a longshot. This is not even a top 100 game. This is a pin-table that is for the kiddies and the girlfriend who likes pretty things.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
This is a game that I play for "fun". Yes I can go for multiball and left orbits, but if I don't care about the score, the game is entertaining to play. The magno-diverter is an engineering piece of art and the modes are fun. Even then, reaching the wizard mode is still one of the most anti-climactic experiences of 90's B/W games. I see this table more often in private collections than on site, and for that purpose, it isn't so bad.
8.225/10
11 years ago
Stern Spiderman is a great playing game. I was just not as into it as much as other Stern gmaes. Upon recent review... this is changing. The more I play this game, the more I like it. As Martha would say... "It's a good thing..." and this is a really good pinball.

The Good: Artwork and theme are very well implemented. Bonesaaw! Great shot. Full on Steve Ritchie PF design! The ball does not stop moving until you get to the final wz mode. This game has FLOW! The integration of the theme is one of the best I have ever seen. Stack your modes and THEN hit a multiball for maximum playability. Double and Triple scoring shots are way sweet! This game is a players game and there is lots and lots to do. Stacking is king here and to get your first mode and then your Doc Oc... you pretty much need to hit every shot in the game from the start. The LE version has a rumble motor and the spiderweb flipper guards are perfect for this table. Kudos to Lyman and Co. for the revised (and revised and revised) code. Gary Stern... give this man a raise. Lyman and his like make your good games GREAT GAMES!

The Bad: Sounds are tinny and thin. Maybe turning up the sound will help. Or maybe upgraded speakers? Considering SR did World Poker tour... I thought the Green Goblin would have had drop targets. Movie clips on the DMD are muddy. Hit Doc Oc over and over and over.... The ramp from the upper right flipper either is super smooth or I just can't seem to hit the damn thing.

The Takeaway: A great design and a real players table. It took me a long time to "get" this game. Playing with some other pin-heads who I respected made me see even more great things about this deck. Sometimes the games can be long, but that's not always a bad thing. The best Stern games in my eyes: TSPP, LOTR, AC/DC and then Spiderman, WPT, Tron , Ripley's, after that, a bunch of games lumped together including: Monopoly, Family Guy, Iron Man, Avatar and X-men. The rest... I forget.

Update:
The more I play this game, the more I like AND respect it. This deck is a true player!

Update v2:
At the world championships I witnessed Jorian Engelbrektsson (Former PAPA champ and current world champ for 2014) utterly destroy this game with over 400 million on the first ball by hitting Doc Ock over and over and over and over and over and over and over and over and over and over... This qualifies as an exploit to me and after having played this game with that strategy (and having found it successful), I have to significantly reduce the scores on gameplay and longevity. This is a good game, but not a great one and because of that, it joins the ranks of Medieval Madness and just about every game JPop ever produced. It's a damn shame too. Can I still play this game for fun... yes. But when the win is on the line... I'm shooting for Doc Ock again and again and again and again and again and again...

So disappointing. This game is off the wishlist.

Update v3:
Now that I have gotten over myself and played more of this game, it's great when you play the entire game. Can you still Doc Ock all day? Yes. But double/triple the right ramp and hit super hero... big points! This PF design just FEELS right. I still wish there was more to do with the shot under the upper right hand flipper, but man... it is really hard to find much fault in this deck. I like this game a lot and have re-upped my scores on it's rating.

Spider Pig!
Spider Pig!
Does whatever a spider pig does!
Can he swing from a web?
No he can't
He's a pig
Lookout!
He is the spider pig!!
6.282/10
11 years ago
IJ does not live up to the hype that this game seems to get. This is the most overrated game from Williams in the 90's. It could be worse... but this is not Popeye.

The Pros: The sounds are great. The match/ replay with the knocker cracking the whip is perfect. Animations are sharp and well done. The 3 video modes coincide with each of the movies and are fun in their own right. The path of adventure is a great toy when working and adjusted properly. The DCS sound system on this game sounds GREAT! And the John Rhys-Davies quotes are the reason we hear him again in LotR.

The Cons: First, who is that on the BG? It certainly is NOT Harrison Ford. Did Doug Watson get in a fight with Harry's agent? Was he supposed to purposely mess this one up? I can't think of another reason because Doug is a great draftsman. One eye is about a 1/2 inch higher than the other. This is supposed to be Indiana Jones, not some bottom dwelling fish that has one eye move to the other side of it's head as it grows up. I think that this may be Harrison's mongoloid cousin Henry. You know... he posed for the Jungle Lord BG. Also, who play tested this game. The saucer rarely sticks when shot. The path of adventure is a fickle bitch if I ever met one. I'm looking for a game that plays as it should, not a needy girlfriend who needs constant maintenance just to shimmy from one side to the next. So... you get through all the modes and roll over every switch. 1 bil right? well maybe, if the game is feeling like giving you the award you just busted your hump for. So what do you do? You go for what works. Multiball and again and again and again... rinse and repeat. Hope that left flipper is strong so you can clear that right ramp. Or maybe you can go for the captive ball multi ball as well. An extremely complex and intricate game is now made up of 1-2 shots. Boring...

The Takeaway: Coming from a player's perspective, this game could have been magnificently brilliant. Why was it not brought to a finer balance to make the "journey" of the game worth it? Mark Ritchie and his team should have gotten the kinks out of the game, but they didn't and that's a real shame. The theme of this game is a great one and in some ways, the team did a good job in realizing this. However, the game play itself suffers badly. The good news is that this game is still head and shoulders above the Stern version of this theme. That's about it though and unfortunately.... The Stern version of IJ (throw it overboard arlready!) it isn't helping out the pinball cause. Overrated, overpriced and I'm over it as well. Coulda been awesome, shoulda been great... it's a fantastic game for the kids, Indiana Jones fans and collectors who enjoy spending 5 figures for an "A" list deck. Serious pin-players will get bored with the scoring strategies/bugs on this game right-quick.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
I got a chance to play a super dialed copy of this deck and I have to say that the game was a blast to play as long as we weren't looking at the score. There, I said it. Sometimes pinball is just about having fun. Scores upgraded in the name of having a great time playing pin!

Update v2:
This deck HAS to be tip-top to be playable. The mode saucer HAS to be able to hold an accurate shot to be worth shooting for. The PoA HAS to be working as it should to be worth playing. If you can get all of these things up and running as they should, this game opens up a bit more than most copies you will find in the wild. Even then, Soopa Jax are the way to go for the biggest scores in this table and while a few modes are worth points, the only ones that are really safe/worth it are Well of souls and the 3 vidja modes. There are points to be had in other modes, but the risk of playing them as compared to points to be had is not as valuable as other strategies.

Then again, you could just be playing this game for fun...
5.949/10
11 years ago
TOTAN is a great pf design and art package that needs new code.

The good: This game looks fantastic. Another JP Magno-fest. Shots flow and the toys are great. The total art package and sounds are very well done. Considering this game has 1 ramp, it's amazing what has been done with it.

The Bad: Software is not well thought out. This game can be played to a fault with the uneven scoring strategies found in the table. The wizard mode can last forever... literally. WAY Overpriced.

Takeaway: For the true player, this game is a sucker punch. For the casual player, or the kiddies, this is a great deck. I can hear them now... "Ooooooh, look at the pretty pinball game!"

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!
9.400/10
11 years ago
The Addams Family is one of the best designs of the 90's DMD generation (or any generation for that matter). Period. Testament to this design is that it is still on location 20+ years later, making money and the operators won't sell them.

The Pros: Instead of spinning discs... we have the (magnetic) power! Love it or hate it... it's there. Great shots from all sides. A skillshot requiring skill. Starting multiball and touring the mansion are always a thrill! You think you are playing a great game and then BAM!.. you get worked. You struggle and flounder on your next game and you can't help it. You're hooked.

The Cons: The train target is worthless. Would have been a great shot if it was a loop! But this is minor design flaw. The game's greatness is heads and shoulders above most others.

The Takeaway: A great game for all (SHOW) time. Pat Lawlor and his amazingly talented team knocked it out of the park on this one. I could talk about it more and more, but chances are, there are other pin-heads out there who can elaborate on this great deck even more eloquently than I possibly could. Play it. Get it in your gameroom if you can. Fortunately, they made over 20k of them.

Update:
I finally got one in the stable. This game embodies the "one more game" quality better than any other table that I can think of. You find yourself dancing to the game's theme song and snapping your fingers away as the game ends.

OK... one more game!

THIS is the reason why it embodies the DMD era of pinball games. This deck is hard to stop playing. This is what operators want. Make a few modifications and tighten the tilt on this deck... it's a PAPA qualifier. Ease up on the adjustments and this can be a great game for the kids and anyone else who wants to have a nice and relaxing game. The charm of this deck is immediate and long lasting. Play on!

Snap-Snap!

Update v2:
The deck I had ended up becoming trade bait for and AC/DC preem. No regrets for the trade. Not for a single moment. Fortunately for me, Addams Family pinball games are one of the most common games out there (21k production #'s) and a super sweet AC/DC preem with less than 550 plays was irresistible. Do I miss playing TAF in my own collection? Yes. Do i love playing AC/DV Preem even more? Very yes.
8.994/10
11 years ago
Lord of the Rings is a pinball journey based on the books and stories of JRR Tolkein.

The Pros: Great theme and programming. You can lose yourself in the game for an hour or three, easily. Modes and multiballs are well thought out and implemented. Dwight Sullivan and Keith Johnson should be given a medal for the amount of work that they did AFTER the game was released. True geeks at heart giving it all for a theme they love, just like they did with TSPP! This version of the game looks less cluttered without the happy-meal toys. Personally, I like the troll mode on the fellowship multiball. I can see why they had an option to omit it, but I like killing trolls as much as I like sending the fellowship across the bridge.

The Cons: The Gollum shot. Don't get me started as it seems that the ball is only supposed to go into the pops behind it. Valinor can take forever to get to. It's "wizard" mode, not a "you're gonna be as old as gandalf before you get to it" mode. Yeah... Ok I admit that I've never gotten to it. Must work on pin-fu! Artwork is muddy (blue/green on character's faces?!?) on the PF and the BG. A poor photoshop 4 color separation print at the best, which is a shame, because the cab looks gorgeous. The LE art package with the gold trim on the BG does not help out the cause. I like the LE BG even less as the gold outlines are blocky and remind me of the mustard that I put on my pretzel at the county fair.

Takeaway: Set this game up to your personality (settings and outlanes) and enjoy the ride. This is one of a few newer Stern games that really is well executed. a truly challenging game that is an epic journey in itself. Well done guys.

Update:
There are 4 Stern V.2 games in my stable. WPT, AC/DC preem, TSPP and this game. 3 of these games were programmed by the righteous Keith Johnson. All of these games are true players in my eyes and the more I play them, the more they open themselves up to me. The lesson is: Pay attention to the programmer on a game as much as (or in some cases, even more) than the name of the designer. This game epitomizes the idea of telling a story, about a journey through the medium of pinball. Theatre par excellence. Learning the modes from the ring is one thing. Getting to There and back again is another altogether. Playing the multiballs is one thing, completing them is another. I'd like to think I'm a good pinball player, but I don't ever know if I will ever see Valinor. Granted my game is set up PAPA nasty with large yellow rubber bumpers by the orbits and the ramps with lightning flippers, but still... this game is deep, like the mines of Moria. The more I play this game, the more I admire it and the sheer volume of "game" within it.

Play on you hairy footed players!

Update v2:
One more thing that I have to cheer on about this game are the "balancing" effects of the difficulty of the rulesets for all the different aspects of the game. Prime example. The K-E-E-P (Two Towers) multiball can be unbalancing and straightforward to achieve. 4 easy to light lanes and a lock up the right ramp. The hard and ex-hard settings on this deck can make all the difference on this table. There are still some fantastic high level players that can still negate this change with incredible play, but even then.... a single missed shot will make the difference between reaching multiball or not. Maximum respect to Keefer and his programming skills!

Update v.3:
This game has aged incredibly well. I still would recommend lightning flippers with very large rubber posts around major shots to keep game times down. Well that may be more of an operator's point of view, I think that the incredibly long times that this game offers are a detriment to anything other than home use. and while some features of the game like the balrog or the kicker on the left hand side of the play field still feel clunky, the benefits of this game are not to be denied. The rules are incredible and the layering of the "cake" has many slices as well as many levels. A true player and a game for the ages. George Gomez's best design.
8.384/10
11 years ago
Monster Bash is a fun game to play. It is fast humorous and very accesible.

The Good: Monsters are lots of fun and this game makes sure to stay true to the enjoyment of the theme. The Wolfman playing the drums is perfect and the replay siren makes me smile. Stack your modes with Frankenstein for a good score. This makes you play the entire PF and go from there. K O'C did a great job with the PF graphics. One of my favorite match sequences ever starting with a siren and showcasing Drac imitating Pete Townshend' guitar smash just in time for the "WHACK" of the replay knocker.

The Bad: Scoring is utterly unbalancing with the multiball and wiz modes being worth so much that everything else doesn't matter. Still a blast to play these modes. The Monster Bash song seems to get stuck in your head.

The Takeaway: George Gomez (earned his nickname "Fan-Man" and kept it on every design he created after this pin-table) and crew did a great job of making this deck accessible to someone just walkingup to it and still a challenge for most players. Now there are a number of games that feel like this and for that reason I did not give it the score that many others have regarding this table. Not my favorite BG. It's all over with the colors and your eye loses focus on the images of the characters in the game. When maintained as it should be, it's a blazingly fast game to play. With the rules being so heavily weighted on the multiball wizard modes... the scoring for this game is heavily weighted in this direction as well. Between low production numbers and the fact that it still makes money on locations, it's expensive. I've seen museum pieces of this deck in five figures. If you want to just enjoy a fun game or work on your multiball skills, this is a fantastic way to go. A fun game... A really good game... but not a great game for the ages in my opinion.

Update:
After playing this game some more, I have to say that this game has a bit more strategy to it than I originally gave it credit for. Going through the modes and (strategically) adding multiball on top of them means that every shot is something to consider before being made. Be careful with Frank, as a direct shot can mean an instant drain! The spinner is a much better shot than most people play for points as well as 6 shots gets you to a multiball award from the scoop. That and it is your Monster Bash award collect as well. The rulesheet for this game isn't that long, but the nuances and secondary considerations for the long game on this deck make up for it. The audio calls are great and Lyman's Lament is a great little easter egg that can make this game even more entertaining when you get bored with the standard issue game rules. My initial issue with the game was that MB and MOR are heavily unbalancing on this table, and they are. However, you must EARN these awards and that isn't always easy. One of the things that I have really learned to appreciate about this game is the "scalability" of difficulty that depends on how the software and the physical adjustments to the game. This can make a huge difference in gameplay. Monster Bash is very much like WCS '94 in the sense that some people think this game is too easy. And it can be. Some people curse this deck in the qualifying A bank at PAPA. And it can be that too! Scores updated accordingly.

Respect (Lyman/Gomez) the architect!

Update v2:
If you can get all the modes running and THEN start Frankie's multiball, well played. For me, that is the ultimate challenge of this game. One thing this game has down is that it is FUN! No wonder the ops love it. People love to play this deck. Is it a game I'd like in my collection, for the money, probably not. But I still love to play it on location. The copy at Lyons Classic Pinball has a black light LED near the flipper making the whole area of the PF glow with green slime creepy goodness!

This game is a perfect example of why I pay attention to the programmer as much or even more than the game designer. Consider the bodies of work by Eugene Jarvis, Larry DeMar, Keith Johnson and Lyman Sheats Jr.
9.920/10
11 years ago
Attack From Mars is one of those games I could play forever and always be happy to do so. It's one of the best examples of what a really great team can do with a relatively simple layout.

The Pros: A great game that focuses on skills and your ability to control the ball. making your shots is imperative as missed opportunities turn quickly into dangerous situations. Rules are set so that you can really make the most of opportunities that the table presents to you, if you can execute the shots. The theme is incredibly well executed and the whole package comes together like few others. The extra ball award is my favorite pinball animation, ever. Doug Watson did a great job with the art package as well as voicing the martians. "C'mere, tasty human!"

The Cons: Expensive! Limited production means that operators are still looking for this game. Fortunately parts are readily available... making your purchase even more expensive. Strobe Multiball may cause epileptic fits.

The Takeaway: If I was stuck on a remote desert island, this very may be the one game I'd choose to be stuck with. It's challenging, it's fun and it never gets old. Brian Eddy was only credited 3 times as a designer, but what a threesome it is! The Shadow, AFM and MM! All in all, a dmn fine game.

Update:
The more I play this game, the more I love playing it. It is not the deepest game, but the way it is set up, it gives as much as you put into it. If you play the game well, your score will reflect it. If you do not play the game well... PLAY BETTER! And while the wizard mode is not always the best way to get monster scores, it is very worthwhile and gratifying to play and Rule the Universe! When I can, I always try to stack Martian Multiball with either the Saucer or Total Annihilation. A true player in every way. Find one and play it whenever you can!

Pinball Satisfaction Personified!

Chicago coin addendum:
I like what they have added to the game color changing LED’s and a larger screen with updated animations look good and add to the theater of the experience. The layout is nearly identical and the rules are the same. While the show might have been upgraded, gameplay is the same.
9.980/10
11 years ago
Twilight zone. I grew up in and around Syracuse, NY. What else can I say... Rod Serling is the MAN! Playing this table and witnessing what Pat Lawlor, John Youssi, Larry DeMar and everyone who was involved with this game did... Thank you for doing this fantastic theme justice.

Pros: Just the amount of research that went into this game is stunning. The entire team threw themselves at this design and it shows. The integration of the episodes into this table is staggering, not to mention the BG. The gameplay is fantastic. The scoring is balanced between modes, gumball and multiballs. Watch the TV series and then play the game. Little details sneak up on you and become jewels of amazement. You can play this game 3-4 different ways and still come up with amazing scores! Lost in the zone lives up to it's name. Scoring a jackpot is always thrilling, regardless of what mode you are in. Lost in the Zone is the wizard mode that all others are compared to. This game plays so well... it's hard to believe that human beings are capable of such achievement.

Cons: The rocket, leads to the bumpers, leads to the left outlane, ugh... this makes the skillshot something to avoid at all costs. There are many things to make this table not operate as it should. The gumball machine, proximity sensors and the mechanical ball dropper seem to be common issues with this table. If the tech and mechs are not working on the game, playing it can be frustrating... because you KNOW what the game should play like. The Ops hated to maintain this table for obvious reasons.

Takeaway: This game may be the epitome of pinball as we know it. Whatever flaws are in the game, they are insignificant to the brilliance of the execution of the theme and design. Fortunately, they made over 15,000 of these games. I am still amazed that this game is 20 years old and nothing has come close to it since.

A DAMN FINE PINBALL GAME!
7.530/10
12 years ago
Many pinheads believe that Medieval Madness has it all. I think it has charm and a great sense of theater, but it is not the best pinball game ever made. Not by a long shot. MM looks and sounds fantastic, but it is not the highes end player's game that many people put it up on a pedestal for.

The Pros:
Good game play and goals that are reachable, but so hard to achieve... most of the time. Always a challenge. Novice players get into it and have a great time as well. One of the few games to offer fun to all levels. The theme is executed, perfectly. Stack your hurry ups and score HUGE points. A perfect example of getting the balance right so that new players can step up to it and enjoy it enough to get hooked. Deep enough to give higher end players something to aspire to. No wonder why ops won't sell their games. This game looks and sounds fantastic.

The Cons:
In tournament mode, the unbalancing strategy is to hit the castle over and over with glancing shots for bigger scores. Strong flippers are a must for the right ramp. The price these games go for are silly expensive! This is a pinball game, not a museum piece! Out of Eddy's 3 designs... this one is the one I like the least.

The Takeaway:
Get one if you can and leave it in your will to someone who will love it as much as you do. Now I'm going to go out on a limb here... but MM is the lesser of the 3 games designed by Brian Eddy. Playing this game over and over in tourneys, bashing the castle over and over... not that there are not other things to do, there is a whole lot more to do... but points is points! Medieval Madness is a good game... but out of Brian Eddy's 3 tables, this is the least of the 3 and not what I would call a truly great game or even an "A" lister. For the entertainment offered, The Shadow and AFM are both better players. Gameplay suffers from "Bash the gate" syndrome for good scores. IMHO, this game is a top 50 game, but not anywhere near the top 10 and with absolute certainty... not #1. A perfect game for rich dudes that like to be entertained by their museum pieces. I'm sure it'll look great next to their Big Bang Bar.

Clarification:
The reason I am rating this game so low is because it is "exploitable" and has a scoring imbalance in the ruleset that takes away from the brilliant gem that this game should be. The game may look like, but it does not PLAY like a true "A" title. That is just how I feel about this deck. This is my opinion and only that. Take it for what it is.

HELLO... MYSTERY PROGRAMMER!!!

Update:
The more and more I play this game, the more and more the unbalanced nature of the scoring becomes apparent. All that would need to happen to make a huge difference in this game is to reduce the scoring on the castle (by half? 1,2,3,4,5,10 million a pop and KOP hits to 250k, heck, a quarter of it's current value may be an even better way to do this. .5, 1, 1.5, 2, 2.5, 5= 12.5 million instead of 80!) to make this game much more balanced and bring out the rest of the layout and strategies that this game should provide to the skilled player. MYSTERY PROGRAMMER?!?!? WHERE ARE YOU?!?!? You think they could have found someone to do this for the remake. At this point, I walk by this game now, when I used to line up to play it. Scores reduced accordingly.

Ah innocence, Those were the days...

Austin, this review is in your memory.

Update #2:
I go to this game in a tourney when I am looking for a relatively easy win. After you defeat the King of Payne what do you do? Well you keep on banging on that castle for 750k a hit. This never stops for the rest of the game. That is all there is to do on this game when you are looking for the big win. Rinse and repeat up and down the middle to the win.

Yaaaaaaaaaaaaaaaaaaaaaawwwwnnnn...

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