mot's ratings

Pinsider mot has rated 18 machines.

This page shows all all these ratings, and forms mot's personal top 18.

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Rating comments

mot has written 12 rating comments:

5 years ago
I just bought an Addams Family yesterday, and in the last 24 hours, my total plays on the game went from about 10 to at least 50. I definitely like where this is going...

I think one of the great strengths of the game is the accessibility for beginners. Twilight Zone can be brutal and leave a pinball beginning totally overwhelmed. Something about Addams Family makes it very un-intimidating and very fun for anyone, beginners to experts.

Toys and gimmicks are obviously a great strength. A few things happen often enough for beginners to see fairly regularly (Thing grabbing the ball, the Power magnets, maybe even Thing Flips), and make the game really fun.

When I can't stop playing it but need to tear myself away ("one more game" mode), it's usually one of a handful of things I'm trying to accomplish before I can call it quits:
- Seance. It's not totally revolutionary, but getting the knocker going is so much fun.
- Super Jackpots. Difficult. Rewarding. Perfect.
- "Click-click" automatic flips to the tune at the end of ball. Sure it's random, but I just like it. I watch in anticipation every time.
- Dirty Pool. I haven't actually done this, but I can't wait for the day.
5 years ago
This may be the best game I've ever played, and I'm a 90s guy.

The simplicity of the game is what makes it great. The playfield is nice and open. Drop targets galore mean that every shot you hit is satisfying. Initially, there's a ton to shoot for. Even as you get most of the drop targets down, you never run out of things to shoot for because the remaining drop targets become increasingly important.

The art is great. The chimes are great. The gameplay is the best part. Easy for a beginning, challenging for an expert.
5 years ago
Christmas caroling = 10/10 theme. Eat your heart out, AC/DC.

The main feature of the game are the 1-2-3-4 lights of four different colors. On the backglass, there are four groups of four Christmas carolers in each of the four colors. On the four large playfield plastics are closeups of these four groups of carolers. The integration of the theme is very clever and gives the game a great feel.

The playfield contains simple art: a street with footprints through the snow, some cozy looking cottages, and brick building at the top of the playfield. There are three people pictured: an old lady sweeping her doorstep, a woman carrying gifts, and a man dropping mail into a mailbox. Simple. Beautiful.

Sing Along was my first wedgehead. I bought it without having ever played it. With the old rubbers that were on it when I got it, it wasn't very lively or very exciting. After shopping and with rebuilt flippers, the game is lively, exciting, a great player, and introduced me to another world of pinball.

At Clay Harrell's pinball show in Michigan (May 2014), I spent at least half of my time playing wedgeheads, and there was not one 60s / two-inch flipper game that I liked as much as Sing Along.

A nice feature (seen in many wedgeheads) is important lights to hit (number 4 light of each color) in the outlanes and center drain between the flippers. It's a five ball game, and you've got to drain, but at least here it seems rewarding, especially when it's the light you need.

3,000 is a good score in my opinion, yet the score reels go up to 9,999. This is one that I don't think I'll ever roll.
5 years ago
Fireball was my first EM, and I sought it out after falling in love with it at PAPA in Pittsburgh. When I got it home, my friend pointed out that I was truly blessed to be able to make "Release Fire Gods" a part of my everyday vocabulary.

The spinning disk adds the most excitement to the game. Getting a good twirl around and around and a launch in a random direction is enough to get a whole crowd of people cheering - if you've got an enthusiastic group.

In terms of scoring, the plunger skill shot dominates everything. My most pathetic games have gone in under 3,000 points on five balls, but you can beat that score with a single skill shot before even touching a flipper. The importance of multiball is not so much about racking up points with two balls on the playfield, but in locking balls to provide you more chances for plunger skill shots.

The art is unrivaled. There's a reason the backglass is pictured opposite the first page of text in Roger Sharpe's "Pinball". Blinking bulbs behind the backglass are a necessity.

The night I got the game (at the Ohio Pinball Show), it was late when I got it home and set it up. I was headed back to the show early in the morning, but couldn't stop playing until I got a kickback. The buttons to turn kickback off are exactly between the spinning wheel and the outlanes, so it often turns off immediately after turning on. It's frustrating, it's random, it's exiting when it happens - it's perfect pinball!
5 years ago
Revenge from Mars is a very fun, unique game. It's clearly the cutting edge technology of 1999, and I don't mean that in a bad way. The technology is genuinely awesome and still very impressive.

The callouts and animations are as funny as any other game I can think of: Mars Kneads Women, Robo-Lincoln, and especially Bill Clinton.

Because it's hard to see the shots on this game, it takes some time to figure it out. Examining the playfield or even playing the game with the glass off is pretty insightful, albeit weird.

Martian Hypno Beam (sort of the new Strobe Multiball) is one of the coolest modes ever.
5 years ago
Lizard is a very fun game. The backglass lightshow is beautiful, and the sounds of the game are great.

In terms of scoring, the 50,000 lane trumps everything, but is appropriately hard to hit. Lighting the spinner for 1,000 per spin and getting large bonuses made a difference, too.

There are three distinct things to do that all have the same reward. (1) Shoot the LAIR shot, the very tight saucer near the top of the playfield. (2) Drop all 7 drop targets to spell P-I-N-B-A-L-L. (3) Complete A-B-C-D-E on the top lanes and inlanes. Any of these three goals increases the bonus multiplier and lights the spinner for 1,000 per spin. (And maybe lights the bumpers?) It's fun to realize that you're close to completing all of the lanes or drop targets and to suddenly find something else to do.

When you're having a great ball with a 5x multiplier and the bonus maxed out at 29,000, the bonus does take a hilariously long time to score. You can't help but feel like you're bragging as you walk away, the next person walks up to the machine, and the machine keeps racking up your bonus for what seems like a couple minutes. I think it makes it fun.
5 years ago
In general, I don't like pinball machines with LEDs, but AC/DC Premium is a different story. The harshness of the bright LEDs is perfectly suited to the harshness of AC/DC's music. When I first got the machine, I could stand all day ready to plunge ball one of a game, flipping around on the jukebox and watching the playfield GI change colors.

AC/DC has a pretty standard fan layout with two ramps that are easy to hit with either flipper. The bell is very fun to hit and very rewarding. It's good to score points any way you can, but if you're not hitting the bell to double or triple everything, then what are you doing?

Choosing your song/mode gives the game great variety. Sure, I play the same couple songs most of the time, but if you are adventurous, you can explicitly choose if you want to focus on hell, the bell, the cannon, etc. It's fun to surprise a new player who hasn't even noticed hell by picking "Hell Ain't a Bad Place to Be" for them.

The best part of AC/DC is the crazy deep system of rules for song jackpots. I've played hundreds of games and never gotten a song jackpot higher than about 50 million, but on YouTube there are relatively short videos of people getting way, way more than even the final score of my highest scoring game.
5 years ago
I must start with a reason why the implementation of the Twilight Zone theme is way beyond a 10/10. In the episode "A Most Unusual Camera", the characters find a camera that takes pictures of events before they happen. In the pinball machine, the camera shot works exactly the same way. After you collect a camera award, the machine shows you a picture of the future. It tells you what the next camera award will be, even if it's collected by the next player or collected 10 games from now. The next camera award is also in the status report at all times. Whoever came up with that idea is a genius.

The Power Ball is my favorite toy/gimmick of all time. So fun. So fast. So cool how it works its way through the gumball machine. There just aren't enough good things to say about it.

On many pinball machines, you spend just as much time trying to light a shot or start a mode as you do reaping the benefits. In Twilight Zone, when you're playing even a decent game, there are going to be many different shots lit and modes running all the time. The fact that the scoring of most modes is really well balanced is very cool, because nothing gets neglected. Hell, even hitting the greed targets for 5 million points each is pretty valuable if you can do it!

I've got a Twilight Zone, and I've played hundreds of games, but I still don't feel qualified to speak about the game because of how insanely complex it is.
5 years ago
Road Show is a very cool game. It's got awesome ramps and makes great use of them. The left ramp, left ramp, right ramp, blast hole combo is one of the best combos in any game and is super satisfying to hit. The city modes get repetitive since you always start on the east coast, but the west coast modes are excellent! The variety in the modes are great: some are multiballs, some are timed, some are hurry-ups. Starting Super Pay Day once you get to the west coast is very difficult to do, but totally worth it. Scoring-wise, the ramps provide big time jackpots, but my favorite part is the DMD animation.

I love gimmicks, and this game has some of the best. The talking heads are brilliantly engineered and add to the gameplay. The fact that the game provides you with an opportunity to shoot into Ted's mouth but Red's is only available basically by accident is very clever, because it makes it special when it happens. The cleverly designed 'Flying Rocks' diverters and left shooter lane are easy to overlook until the ball suddenly gets diverted. And the shots provided by the left shooter are fun and rewarding. The mini-loop to the mini-flipper is fun to hit. The right-ramp diverter all the way around the back and to the mini-flipper is even better!

When not just playing for points, there are a lot of different things to play for: to get to the west coast, to hit sweet combos, to get flying rocks, to use the shaker as much as possible to annoy others, etc. One of my favorites, though, is hitting multiball jackpots, and there's one reason: Carlene Carter's "Every Little Thing".
5 years ago
Simpsons is one of my favorite games. Just like everyone says, the depth of the modes and software is what make it really stand out. It's not just the number of different modes that is impressive, but the massive stack-ability of everything is unequaled.

I love the upper playfield and couch lock. It's very easy to overwhelm new players by trying to explain rules of any game, but saying "shoot 3 balls into the couch" is a great goal, simple enough to understand, and hopefully not too difficult.

Alien Invasion is probably the most fun mode I've ever played in any game. Unlimited two ball multiball with the goal to lock both balls. Done? Now it's a three ball multiball with the goal to lock all three balls. Done? Same thing with four balls! Done? FIVE BALLS! I never beat it, but I have come close.

I love the fact that the game has so many modes that some of them you will only see once in a blue moon. Nuclear Disaster has the best call outs, but in all the games I played, I probably only got it a handful of times.

When you're having a really good game, Simpsons generously rewards you with awesome modes and tons of points. It's the only game I've played where you can start playing a game an hour before you need to leave the house to be somewhere, and end up calling to say you're going to be late.
5 years ago
Theatre of Magic is one of the most fun games for beginners, and I think the value of that cannot be overstated. This is such a fun game with so many cool gimmicks.

I was blown away the first time the ball stuck to the side of the trunk or was magically saved from the outlanes. Shooting into the trapdoor is one of the most satisfying shots I know of. I love watching new people play, and I just wait for the machine start doing tricky things. Even after a hundred times, I still love pretending to be confused when the ball vanishes. "Where did it go!?!?"
5 years ago
Creature is my favorite game - admittedly probably because it was the first game I owned.

I love the strategy required to get high scores. 4x jackpots and super jackpots during multiball are the only way to go, and it's easy to focus on but difficult to do. A perfect balance. I can't say enough good things about the 2-ball multiball.

I have my Creature next to a Theatre of Magic, and one of my favorite comparisons to make is this: On Theatre, in order to beat the high score you're going to need to play a game that lasts for 45 minutes. On Creature, you could feasibly start a multiball with 4 shots in less than a minute, and if you can nail the right shots (left ramp to max multiplier, search, rescure, jackpot, bumpers, super jackpot, repeat) you could get an all time breakout score of 2+ billion in just a couple minutes.

More so than any other game, Creature exemplifies the fact that "it only takes one ball" to get huge scores.