oilspot's ratings

Pinsider oilspot has rated 6 machines.

This page shows all all these ratings, and forms oilspot's personal top 6.

Rating comments

oilspot has written 6 rating comments:

7 months ago
If I were reviewing this game in the 60s, I would probably rate it higher, just for the Italian bottom, the first of it's kind. Large gap between the flippers but then that's why there's five balls I guess. Cool backglass animation feature. All around fun game even if the hole between the flippers is a bit wide for modern tastes. Roy Parker's artwork is lovely, though this isn't his best.
7 months ago
A good friend of mine has this game and I covet it. It stayed with me part of a summer while I was getting it working and sorted and I fell in love with it all over again, the last time being in 1983....
The art package is fine, not outstanding but fits the theme and the era well. The sounds are great! Love the voice that tells you where to shoot next. But the real star of the show is gameplay....
This game can be brutally fast. I've seen shots straight off the pops blow right past the flippers before I could even react. The inline drops are a nice touch and entice the player to go for a fairly dangerous shot. But the row of seven drops along the right is where all the action is. And the third flipper up high on the left is perfect for a crossfield shooting gallery whenever the ball rolls back down from the left arch shot. What really makes this bank special is the memory targets so each player in a multiplayer game gets the targets reset to how they left them. No Multiball, EBD doesn't need it. This may possibly be the best single ball machine ever made . And since this is the section for the LE game, I gotta say I prefer this version. It's harder to transport and service, but I like the looks of the cabinet and having the displays all together down low is neat. Would I recommend it? Oh hell yeah, but good luck finding a deal on one.
7 months ago
I think to be fair to Spring Break, we should consider rating it against other sub thousand dollar games. For the money, it's main competition is mostly EM. An alphanumeric Multiball game for the price of a decent wedgehead! Why? Well for starters the art package SUCKS I mean, it's bad. Gottlieb probably thought firing the whole art department and letting the mail room do the art was a great way to save $$, but it probably doomed the company. This is one stupid looking game, even the shape of the headbox annoys me. Gottlieb's flaky electronics may be exaggerated, do the ground mods and get the daughter board issues solved and they run pretty solid, The sounds aren't bad, music fits the theme and changes tempo depending on game pace. Playfield art is okay, certainly not in the same class as the backglass art, or lack thereof. Gameplay is not as bad as the low ratings would have you believe. The shots are varied, no simple fan layout here. There's plenty to shoot for, drop targets in the midfield along with some up in the mini playfield accessed by the ramp/habitrail shot. Yet, it leaves me flat. I can't put my finger on it, but it just lacks something that many earlier games had, something that four ball Multiball and modern sound can't make up for. It seems... Disjointed somehow. Lacking flow.
Overall I'd recommend it if it's a bargain as most of these 80Bs are. Grab it cheap and it will be the star of a low end game room. If the price climbs up into the early SS range, Go get an old Bally AS2518, it's just better.....
7 months ago
Where do I even begin on this one? It's like critiquing the Mona Lisa. This game changed everything.First SS Multiball, first with lane change, early example of speech and background sounds, just incredible when it hit the floor in 1980. The first time I saw it was in the arcade at our nearest mall in 1980 or 81 and it kicked my ass quickly. 12 year old me deemed it a drain monster and walked away to find a nice predictable pac-man to put my quarters into, oblivious that I would own one someday.
So at 50 I see Firepower in a different light. No more the intimidating state of the art quarter thief she once was, now she's a good challenge and sometimes reminds me of that first brush as a kid. But when it's good, it's great. This game surely is what crowned Steve Ritchie "the King of Flow" ( If you don't understand"flow" I can't really explain it, but when you see it, you'll know) Not much feels better that ripping a multiple Multiball game off on Firepower and seeing the bonus count into the stratosphere. The pace is quick and the center targets that are necessary for lighting the locks are merciless if you don't hit them from the correct flipper. SDTM also gets dished out from the space between the target banks as the ball slows from the pop bumpers and lazily drains off the backside of the target bank. Fortunately, the flippers are close enough that a slap save can sometimes save the day. The primary goal , Multiball, is easy to grasp and hard to reach. And when you do, it can drain so fast it makes you wonder why you did all that work. But the countdown alone is worth it. The sounds are amazing for 1980, Williams was really setting the pace in the sound department until Bally's "Squawk n Talk" came out and evened the score. Black, Red and Yellow abound with contrast provided by the large white planet/starbase thing that takes up the lower playfield. Overall, Firepower is the whole package, though I'd maybe swap the scary alien dudes on the plastics for some sexy little space nymphs, but now I'm nitpicking. It should be easy enough to find one with 18000 manufactured, but finding one that someone would part with may be another matter. Mine's bolted to the floor.
7 months ago
Oh Mata Hari you devilish temptress, I have no secrets to give, but you can have every quarter in my pocket. I am powerless to your charms and my change is yours.
I purchased this table a couple weeks ago and have become rather smitten with it. The playfield is symmetrical and layout mimics the shape of the German eagle depicted at the top center. Two banks of drop targets give the player something to shoot at and the side lanes run along the rail on both sides with the all critical A and B switches needed to advance their value toward extra ball. In the tip center is a kickout that advances the bonus multiplier and if set up by a stingy operator, fires the ball sdtm every time! What this game has in spades though is FLOW. When you get into a groove with this table, it just works. The objectives are easy to understand and easy to almost get, but yet she usually leaves one reaching for another quarter to "get it this time"
What really sets this game apart from her peers though, is the art package! Prodigious use of red, black and gold accents give it a rich luxurious feel with a dangerous edge. The depiction of our femme fatale on the glass is lovely, although a little strange about her midsection, like an extra crease or roll that seems different from how an actual woman would bend there. That critique aside however, it is the star of whatever game room it's in. The playfield art is intricate and well matched to the alluring backglass. All in all a very enticing package, sexy without looking trashy or coming across as overly racy. The sounds leave some to be desired but are a step up from ordinary chimes as the cpu fires the chime box in rapid sequences and even music.. Still, I wonder what a more modern sound board like the "squawk n talk" would have been like in Mata Hari, perhaps giving her voice.
Overall I would highly recommend MH to anyone looking for a game, especially as a first game. Fast paced enough to be a keeper but not overly complex to maintain. Indeed, the supply of parts is excellent for this title, having sold 16000+ copies when new. This large production makes it easy enough to find too. But if you're buying, you'll probably have to wait for the estate sale for mine.
7 months ago
I've owned this machine for a couple weeks now, enough to familiarize myself with it. The theme and integration with it are unique, and the game logic is impressive with the spelling words for specials thing, but the actual play is poorly designed, surprising from Harry Williams himself. The game rules run way deeper than you can actually make use of, as the NINE gobble holes relentlessly devour ball after ball. There's a neat feature where letters can be spotted by hitting a sidelane after completing the bumper sequence, but in practice it's nearly impossible. The sidelanes are blocked from direct shots off the flippers so they can only be hit at random as the ball bounces around the pops. In over a week of playing I don't think I have ever spotted a letter this way, which leaves the gobble holes as the only real way to spell a word. There are no outlanes, which is the least we could ask for with ample room to drain in the center of the field, and the flipper gap is tight too. If only they'd loosened it up down at the bottom of the playfield and made the switches to spot letters standup targets or kickouts, perhaps with the center hole as a gobble.
The artwork is just ho-hum, with George Molentin employing shapes and patterns more than pretty girls, although the obligatory lovely lady does appear, scattered randomly around the plastics and backglass. All in all rather dull, though the color palate is pleasing with blue, red and yellow featured as the prominent hues.
If you want a nice neutral family friendly game to add a point of interest to a room as a decoration, this may fit the bill. But if you really want to play pinball there are so many other choices that simply are more fun, even among just woodrails. Perhaps the reason mine is in near perfect condition reflects the general lack of desire to play it. ...