PinSpinner's ratings

Pinsider PinSpinner has rated 20 machines.

This page shows all all these ratings, and forms PinSpinner's personal top 20.


Rating comments

PinSpinner has written 3 rating comments:


8.608/10
1 year ago
This game is an absolute beast. The shots are tight and sometimes difficult. The right ramp and right loop shots are about a millimeter apart from each other on the flipper. The machine itself really needs to be dialed in for play to be enjoyable. Flipper power settings, playfield slope and even the slings benefit from some tweaking. Keith Elwin is in a different headspace that’s the rest of us and there is literally so much going on here that a mere mortal will probably never be able to play the game as it was intended by the creator. However, it doesn’t make it less fun. When you finally figure out the timing on the tower combo or hit the trap targets and then escape in the helipad or even when you get to chaos multiball, there is just so much to do and something to make players of every level feel like they are having a good time. Drain monster, by the way, and nearly the same as a Borg machine and yet no one seems to care in the reviews. Probably another setting to tweak.
9.640/10
10 years ago
**DISCLAIMER**

1. This is my first new machine and my first LED machine.
2. I am a C level player.
3. This machine is loaded with code version 1.61
4. I cleaned the playfield with a microfiber cloth and placed two layers of pure carnuba wax before the first ball.
5. I have the VUK, magnet and ball eject protected with Cliffy Protectors.
6. The machine pitch is set to the bubble on the playfield and has all factory parts unless specified.

**DISCLAIMER**

Set-Up:

Having never set up a new machine before, I have no reference point to tell whether this machine was typical or not. Having followed the instructions step by step, the set up went very easily. I did add Cliffy Protectors and a shaker motor, which added some difficulty. Overall, I think just about anyone could set this machine up without issues.

Update 04/09/2015

Nothing to add here. Te machine is a little bit of a pain to keep clean since the metal parts seem to be hard on the balls and create a lot dust leading to ball tracks.

Game Design

1. Playfield layout:

The first thing I need to mention about this machine is its speed. It is lightning fast compared to the other machines I have played (see my other ratings for info on other machines I have played). Some of this is set up (leveling, waxing, etc.) but most of it is flow. The loops feed the flippers perfectly and I rarely get interference from the slingshots. The VUK is a cool feature and can feed the playfield and the left flipper.
Shooting the left ramp can be a bit of a challenge though tweaking of the playfield level may make this shot more predictable. The speed of the ball coming around the ramp as it feeds onto the playfield has occasionally resulted in air balls.

The speed of this machine does increase the chance of having a Lazarus ball. I have had more Lazarus balls on this machine in 45 plays than I have in the past year playing in league and at home.

I also enjoy having two mission start areas. This adds to the flow a lot because you can feed it front hand from either flipper and while I have back handed it occasionally, it is not easy or preferred.

Having flipper control skills is good, but this machine definitely benefits from being able to shoot on the fly especially with the bonus given for combo shots.

Lastly, the wire-form ramps may slow things a bit on the Premium/LS, but I have no way to quantify this.

Update 04/09/2015

Especially when waxed, the machine plays really fast at factory pitch. There are times when that ball comes shooting around the right or left orbit that I can barely keep up! The wire ramps do slow it down a bit, but that doesn't really bother me.

2. Game Rules

As I have played a limited amount of games on this machine and due to the fact that the code has not been finalized, I will comment very briefly on the rules.

Being a big fan of AC/DC (the machine, not the band), I will say that I wish the rules were more along these lines. To have a ramp based mode or a loop based mode would be something I'd like to see. For now, the only modes that really stand out are Prime Directive, Klingon Battle, and Nero and the reason they stand out is more due to callouts , lighting, and animations than rules. Giving each mode a little more rule based character would be something I'd like to see implemented.

Update 04/09/2015

Well, with the recent 1.61 update, this game has really come into its own. The addition of medals to each mode along with the previously added away team missions really make this game one of my favorites. Of course, I should repeat my disclaimer about being a C level player at best which means that I rarely see anything in the tier two missions and have yet to advance past the first one or two. However, with the ability to cash in medals during Kobiashi Maru, there is a huge amount of satisfaction (not to mention points) when making it that far.

The modes still lack some cohesiveness with regards to things like a loop only or orbit only mode though there are enough hints of it to keep me occupied.

3. Toys and Gimmicks

The main "toy" on this machine is the Vengeance. It's violent shaking and strong kickback feature are a mix between the saucer on Attack From Mars and War Machine on Iron Man. I think this feature is very well implemented. The lack of other features or "toys" is not missed as I find the Vengeance to be very captivating and something I look forward to shooting. Having a "punch it" button that fires Photon Torpedoes and Phasers at the Vengeance is also very fun as each time the Vengeance is attacked (by the button or the ball) is shakes violently. This action really blends well with the game play and allows me to really get into my play. The one bad thing is that the ship occasionally knocks into the playfield glass and I am worried that it may become worn under that much abuse. Hopefully, Stern will address this in future code updates.

Update 04/09/2015:

I really like what the code has brought to the Vengeance modes. It makes this toy a bit more fun to have on the playfield.

4. Game Play

I've covered most of this in the above explanations, but I feel it necessary to include my thoughts on the Shaker Motor. I really feel that this game benefits from its use as the tactile response makes the game very special and adds a level of fun on top of the factory installed feature (unless you have the LE, which included a shaker).

Artwork

1. Playfield

For those who enjoy characters or figures on a playfield, this design may be a bit of a disappointment. However, I think it fits the theme very well as it is geared more towards being a technical or heads-up display (or JJ Abrams style LCARS display for those who are fans of the show/movies). I find this to be a refreshing design that doesn't distract the player while adding to the immersive experience. The inserts on the Premium/LE are simply beautiful and the designs carved into the are nice accents. The clarity the inserts provide to the beauty of the playfield is noticed both when the light show is in full force and when the machine is off.

2. Backglass

I really dislike the backglass for two reasons. The first is that the print quality is grainy and not consistent with what a backglass used to be. Second, the characters, while interesting, are not creatively arranged. Nero and Khan are very small and along with the other characters, are monochrome and just kind of boring.

3. Cabinet

I really like the metallic candy red powder coat and how it compliments the ship action on the side of the cabinet. It is very simple but makes its statement boldly. The ship itself is really nice also and makes this one an eye catcher in my game room.

4. Animations

I like the directions the animations are heading. The pin could take itself too seriously and if the animations were not so playful, it would. I wish that Khan played a bigger part and that the characters who were animated had associated mouth movements when required.

Update 04/09/2015

The animations, while very simplistic and reminscent of a Saturday Morning as a child, they are really great and well done. They haven't become boring and really add to the story. My favorite is the Super Pops animation of Khan. Very Punch Out-esque.

Sounds and Music

1. Sounds and Speech

The sound quality on this pin is extremely well done and immersive. The surrounding quality of the sound makes you ignore the speaker panel and places you right in the action. There is only one exception to this and that is Khan. I really like Benedict Cumberbatch's voice and his booming baritone/bass would round out this pin very nicely. We'll see how the addition of the Karl Urban speech pack will affect my rating in this category. Nero and Vengeance modes really have my favorite clips and I find that I play those modes just for the sound effects. If there were one area of sounds I really don't like it would be the callouts during Prime Directive. "They're right behind you captain, run!" is just really emotionless and poorly acted. I feel like the voice actually wants me to be caught by the indigenous tribe and get eaten alive. Lastly, and I cannot submit a complete review without mentioning it, Klingon! I love the insults and other callouts. The actor they used really did a great job.

Update 04/09/2015

The updates and Bones Power Pack have really made this machine sing. The Klingon call outs are some of the best of any machine I've played. I've said it before and I've said it again here. Klingon Chaos!

2. Music

Very well done.

3. Sound Quality

Excellent through factory speakers. I hope that additions to the code doesn't result in a downgrade in sound quality.

4. Variation

There are plenty of musical themes running through this pin and none of them have become monotonous.

Other Aspects

1. Game Lighting

Steve Ritchie designed this pin to be the brightest pin ever made. He succeeded wildly. Next to my Ripley's Believe it or Not, it looks like the mother-ship. The latest code update took the light show from great to fantastic. Add to the color changing LED's the fact that the inserts look like the clearest glass and you have possibly one of the most beautifully lighted pins in history. I wish that they'd make better use of the mode color scheme during mode play. They have color washes periodically, but I think that having a majority of the playfield lit in the mode color would be more immersive and add to the ambiance of game play.

Update 04/09/2015:

The whole light show package really adds to the excitement of this game and the recent update is a very welcome addition. The extra ball light show is almost sensory overload! The blackout mode for Klingon Multiball is amazing and the modes, medals and wizard modes are simply breathtaking.

2. Lastability

This is the "big if". I find myself going back to this game, but could that be because it is new and my first new machine to boot? I may adjust my rating on this as time goes by. The fact that my family members who aren't pinball enthusiasts love to play it gives me an indication that it will last as long as any of the great Steve Ritchie titles have.

Update 04/09/2015:

The old code left me a little bored. I still planned on keeping the machine, it just wasn't as interesting as it once was. I confess that a major part of that stems from reading all of the trolls complain on this very forum. Had I not been tainted by such vitriol, I may have been less bored. None of that matters now as the 1.61 update has squashed any boredom. In addition, I will not be reading any more about this machine on the forums as I am completely satisfied with it now as you can't unsee negativity. As far as my definitive opinion on lastability, this will be remembered as a Steve Ritchie masterpiece and will remain in my collection for a long time.

3. Theming
I addressed this issue in the playfield art section in some depth, but I will say that the Premium, while not overtly Star Trek in nature, is a very well done space themed pin. I know that Star Trek: The Next Generation gets a lot of guff because it embodies the Star Trek theme to the extreme from those who aren't Trek fans. This pin is subtle with Trek and hopefully leading to it being a more universally accepted Trek pin.

4. Fun

It is a blast. The modes, rewards, multiballs, artwork, music, speech and lighting all make for a very enjoyable pin experience.

Update 04/09/2015:

Final Thoughts

I like this pin. I really like it. It is fast, shiny and bright. It is unique because of these things. Is it every players cup of tea? No, but if a machine had universal appeal, it would no longer be special, but fact that this pin won an Operator's Choice award means something and that is that a lot of other people like this pin too. So, in closing, I want to thank Steve Ritchie and his team (and Also Gary Stern as I think he gets all of the abuse and none of the credit for the work he does) for their tireless work and dedication to the art and science of pinball. Without them, there would be no "pinball revival".
8.501/10
10 years ago
While I cannot speak to how much I'll like this game in the future, I can speak to how I feel after having acquired it recently.

Artwork:

1. Playfield

I don't hate it but for a jungle theme it seems plain, especially given the fact that the backglass is so full of art (see next section).

2. Backglass

Fantastic. Colorful and just beautiful in all aspects. The jungle theme is very fun and this is just a great execution of that theme. The lighting behind it makes it pop even more. The glass is great in day light but is even better lit up in the dim lighting of a Man Cave.

3. Cabinet

Faithful to the era but nothing fancy. I don't think it is fair to rate artwork on an electro-mechanical machine given the complexity of the cabinet art on most solid-state games.

Game Play

There are three main shots; center spinner, left orbit and right orbit. There are also two secondary shots to light ball save features in the outlanes.

Some have said that the spinner shot is not satisfying as the spinner can be stopped by the movement of the ball into the pop bumper. I suppose that if your goal is to have it spin forever, than yes, it can be unsatisfying. If your goal is to try to see how many spins you can get before the pop bumper stops it, then it becomes a challenge that can be very satisfying (isn't that the point of pinball - to see how many points you can get before an adverse event happens?).

The two orbit shots can be tough depending on the ball speed off the flippers. The star rollovers can be difficult to trip at higher ball velocities. My table plays slowly so the points rack up easily.

The side shots lite the gate and the kickback. These shots are mostly luck but with a little practice there is no reason why gentle and appropriately timed nudging can't help out here.

As for how it flows, I agree that it isn't the best, but I do find myself very much taken by the difficulty of consistent shots. Trying to hit the rollovers and drive up the bonus is just addictive and the spinner shot is really cool. I especially like the idea of the "mini playfield" created in the center around the pop bumper. I like having the ball trapped there and trying to get as many points as I can before it falls out )though center drains out of the spinner can be troublesome).


Summary

I really like this game but I am partial as this is my first electro-mechanical game of any kind. It isn't really a difficult game but it holds my attention for as long as I need it to. I am a casual player with a strong desire to improve my skills and this game helps with that. If my opinions regarding this game change negatively over time, I'll amend the review to reflect that.

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