Xerico's ratings

Pinsider Xerico has rated 14 machines.

This page shows all all these ratings, and forms Xerico's personal top 14.


Rating comments

Xerico has written 14 rating comments:


9.390/10
7 years ago
Kings & Queens is the EM machine that is responsible for my love of EMs. I first played it at the 2008 Texas Pinball Festival. Before 2008, I did not put much value on EM machines. I was a DMD snob and EMs were "old and slow" in my uneducated opinion.

Then I played a properly tuned K&Q and my world changed. I was introduced to a world of nudging, shot selection and accurate shooting that forever changed my view of this incredible hobby.

Kings & Queens offers a simple ruleset that is very difficult to master. The idea is to collect the four suits of 4 different cards (Aces, Kings, Queens, & Jacks). You collect the cards by successfully rolling over each card. Once collected, the card is added to the ball capture as bonus points.

The slick operation of the ball capture allows it to transfer a ball to the adjacent ball capture. This continues until the fourth ball capture ejects the ball back into play.

This gimmick is one of the finest creations to ever grace a pinball machine. The joy of victory when you hit the A ball capture and score 100-200 points on a single well placed shot is amazing. The agony of defeat is equally powerful when a shot is just off to prevent the bonus scoring.

This machine is iconic since it was used in "Tommy", the story about a deaf, blind pinball champion. And some may remember it from the movie. I will forever remember it as a game in a tournament in Texas that forever changed my participation in the pinball hobby.
9.251/10
7 years ago
Dragonfist is the definition of brutal fury.

Incredibly fast, it forces split second decisions that often lead to mistake shots. And if you miss a shot, Dragonfist will punish you.

When you make orbit shots that sweep all three drops in one fluid motion, you feel amazing. When 5 seconds later Dragonfist whips the ball impossibly fast through the inlane and into the outhole, you remember that it is brutal.

It is my absolute favorite game in my collection.
8.820/10
7 years ago
Medieval Madness was a blast play. The humor coupled with a stellar rules set makes it an all time classic.

The call outs made the games more interactive. The fan layout gives it tremendous flow. While the objectives are simple, executing the shots is not always easy.

And the castle is the greatest toy ever created for a pinball machine. Perfectly integrated, it provides MM with humor and plain fun.

It definitely deserves all the kudos and praise it has garnered over the past 20 years.

Marcus
8.052/10
7 years ago
I have had the opportunity to put well over 20 games on RZ thanks to our local pinball league.

Spooky has done an outstanding job with this machine. The cabinet is the best cabinet I have ever seen. The playfield art fits the theme. The backglass is amazing. So aesthetically, the game is one of the nicest ever created.

For me, this game is an outstanding hybrid. It merges the rules of Classic 80's Solid states, with the layout of a top notch System 11, and the color dots of a fantastic DMD. My one complaint is related to the dependency of multiball for creating high scores. Hopefully, the rules will continue to be fleshed out to add combos or more weight to the modes.

I have one on order, and I expect to have it sometime this summer. Based on my time on the machine, I'm sure I'll put 100 games on it pretty quickly.
8.265/10
7 years ago
I originally added a Sea Ray to my collection with the intention of fixing it up and selling it.
But the more I play it, the more I really enjoy it. It's a great 2 player game.

The rules allow for each player to earn the rewards during the ball. You must make shots in order to collect your accumulated bonus. There are multiple strategies that can be followed to help get you the best score.

There is an Extra Ball as well as a "wiggler" like path on the right that can award things like extra balls.

The art package is point people, but scuba diving instead! I love the theme and the pointy people add a unique feel to the art. The color scheme of the cabinet fits the theme as well.

All in all, I feel that this is a solid game from Bally. And if you are interested in adding an EM to your tournament, this is one that would be well suited for head to head combat!
9.209/10
7 years ago
Williams Heat Wave is a great game that flies under the radar. It has that "one more game" quality that separates it from a lot of other EMs.

The backglass is stellar, as is the animated thermometer. The two inch flippers really force a player to use nudging and slaps to help keep the ball in play.

The biggest surprise most people have after playing a Heat Wave is that it is not incredibly popular by EM standards. If you ever have the chance to play one, I highly recommend it.
8.418/10
7 years ago
I enjoy Capersville immensely. The great rule set and the unique "pointy people" art make it a top 5 EM for me. The zipper flippers add a great element to game play as does two different multiballs. The cabinet art is not very inspiring, but one does not play the cabinet.

After acquiring one, I found a very good explanation of the rules and features of the game. I am including it in this review. It was written by a man named Bob Graham.


Notes and Disclaimers
Version 03.20.2011
This rule sheet is being created because I could not find another one. I am working off of the schematic. I would like a copy the manual if someone has one.. I did find a brief explanation by Jeff Grippe that explained the two ways to get multi-ball, I will use part of that for the foundation of the multi-ball section. I am using some of the format, by Kevin Martin , for laying out the rules. His job on Twilight Zone inspired me. Credit is due to them for getting me started on this project. (I tried emailing Jeff but his email was outdated.) Some descriptions of devices are the words of Bill O’ Donnell, President of Bally Manufacturing, Chicago. His information was taken from the Cash Box Article on IPDB.org which was submitted by Rob Hawkins.
Capersville the pinball machine is the property of Williams/Bally, and a trademark of the licensor. The author(s) disclaim all interest in any trademarks or other intellectual property referenced herein.
If you would like to publish this somewhere else, feel free to do so, just so it is done for free and all sections are together and complete. If you would like to send me corrections, modifications, additions etc. then get in touch with me. Thank You, Bob Graham. bobgspinball (at) aol (dot) com If you have the manual please contact me.

There are 4 Capers that you can try to complete.
1. Code Zapper Caper.
2. Deep 4 Caper.
3. Sea Ray Caper.
4. Sea Ray Super Bonus Caper.
This is a glossary of the shots and features that will be referred to during the discussion of the game.


BASICS, SWITCHES, DEVICES ETC:
At Start Up
If there are no pinball(s) left in the Kick-Out-Holes or the Deep 4 Alley, from a previous game, the Deep 4 Caper Gate will be open and lit up when the first ball is kicked out into the plunger lane.
If there are pinball(s) left in the Kick-Out-Holes or the Deep 4 Caper Alley, from a previous game, the Deep 4 Caper Gate will be closed and not lit up when the first ball is kicked out into the plunger lane.
The Code Zapper Gate is closed at the start of a game.

Flippers
There are two Flippers with double rubbers on each of them. They measure 2-1/2”. The “Flipper Zipper” was introduced in a game called “Bazaar”. The flipper-gap is closed by a skill shot where you tap the Red Mushroom Bumper, located on the lower-middle right side of the playfield. The Flippers open when you tap one of three (3) Yellow Mushroom Bumpers, located in the center to left side of the playfield.

Manual Plunger (Starting Skill Shot)
This is a normal plunger. Its lane is standard length and leads to a gate, beyond which there is a Rollover Button at the top center, a Rollover Switch between two post and two Kick-Out Holes which may capture the ball.

Rollover Button
The Rollover Button at the top center is a 10 point shot that also opens the “Code Zapper Caper” Gate and lights a porthole in the Sea Ray Ship.

Top Rollover Switch
The Top Rollover Switch is between two posts, just below the Rollover Button and it is a 100 point shot.

Kick-Out-Holes
There are two Kick-Out-Holes located at the top to the left and right of the Top Rollover Switch. They do not score any points. They capture and hold the ball, if there is not a ball in the Deep 4 Exit Alley. If the first ball is held than a second ball is produced to be played from the Manual Plunger, this also happens if both balls are captured. The captive ball(s) are released for Multi-ball by a skill shot where you tap the White Mushroom Bumper, located on the upper-right side middle of the playfield. A captive ball, in the Kick-Out-Holes, will carry over from player to player and game to game. If a ball is in the Deep 4 Alley then any ball that lands in a Kick-Out-hole is immediately “kicked out” and put back into play.

Code Zapper Caper Gate
This gate is located on the lower-left side middle of the playfield. It opens when the Blue Mushroom Bumper is tapped or when you cross the Rollover Button.

Code Zapper Rollover Switch
When crossed by the ball this switch activates the Code Zapper Kicker Solenoid.

Code Zapper Kicker Solenoid
The Code Zapper Kicker kicks the ball up the left side of the playfield across the Left Rebound Gate Rollover Switch and back into play.

Left Rebound Gate Rollover Switch
When crossed by the ball the Left Rebound Gate Rollover Switch is worth whatever the Code Symbol is on the Code Zapper wheel. Triangle = 100 points. Circle = 300 points and a Square = 500 points.


Code Zapper Symbols
There are 3 symbols. The Triangle, which is worth 100 points. A Circle, which is worth 300 points and a Square, which is worth 500 points. Symbols on the Code Zapper Caper wheel advance if one of the Yellow Mushroom Bumpers is tapped, if the Blue Mushroom Bumper is tapped, if one of the Out Lane Rollover Switches is crossed or if the Rollover Button, at the top center is crossed.

Deep 4 Caper Gate & the Free Ball Gate
The Deep 4 Caper Gate is located on the upper-right side middle of the playfield. It is open when there is no captive ball. It closes when there is a captive ball or when a ball enters the Deep 4 Alley.
The Free Ball Gate is located on the right side middle of the playfield in line with the Plunger Lane. It is closed to the Deep 4 Alley and opened to the Plunger Lane when a pinball is in the Deep 4 Alley. It is opened to the Deep 4 Alley and closed to the Plunger Lane when the Deep 4 Caper Gate is opened. The function of this gate is to prevent a ball from entering the Deep 4 Alley if another ball is already present there.

Right Rebound Gate Switch
The Right Rebound Gate Switch, located at the top end of the Plunger Lane on the right side of the playfield, sets Player Advance, Ball Return and Next Play relays. It keeps the machine sequence in order since balls can be held on the playfield by the Kick-Out-Holes and the Deep 4. It also turns off the Same Player Shoots Again Light.

Deep 4 Alley Switches
The Deep 4 Alley Switches are actually one bar that is pulled in by the Ball Advance Solenoid that is activated when the White Mushroom Bumper is tapped. The bar has small levers that pivot when it is pulled in and the levers kick the ball to the next step. A captive ball, in the Deep 4 Alley, will carry over from player to player and game to game.

Super Bonus Caper Unit
Counts up one, each time you complete all six porthole lights on the Sea Ray Ship. Points or a Free Game are awarded at 5, 6, 7 and (or) 8. (See “Sea Ray Super Bonus Caper” for details.)

Left Slingshot Rebound
The Left Slingshot rebound is 10 points. It has a solenoid that does kick the ball out to the playfield. (See Skill Shot below.)

Right Slingshot Rebound
The Right Slingshot rebound is 10 points. It does not have a solenoid kick the ball out to the playfield.

Other Rubber Rebounds
There are 5 other rebounds. They are all 1 point each. Two are on the right side and three are on the left side of the playfield.

Thumper Bumpers
There are three Thumper Bumpers. They are always 10 points each. They should not have “10 Points when Lit” written on the top.

Left and Right Out Lane Rollover Switches
The Out Lane Switches are 50 points each. They also advance the Code Zapper Symbol.


Red Mushroom Bumper
There is one Red Mushroom Bumper, located on the lower-right side middle of the playfield. It closes the gap on the Flippers. It does not score any points when tapped.

White Mushroom Bumper
There is one White Mushroom Bumper, located on the upper-right side middle of the playfield. It is a 10 point shot. It releases any captive balls when tapped to start a two or three ball Multi-ball. It also moves a ball down to the next Deep 4 Alley position.

Yellow Mushroom Bumper
There are three Yellow Mushroom Bumpers, located in the center to left side of the playfield. They each score 100 points when tapped. Each one also advances the Code Zapper and lights one of the portholes in the Sea Ray Ship. They also open the “Flipper Zipper” if the flippers were closed.

Blue Mushroom Bumper
There is one Blue Mushroom Bumper, located on the upper-left side middle of the playfield. It scores 10 points when tapped. It also opens the Zapper Gate and lights the Zapper Gate light.

THE 4 CAPERS:

Code Zapper Caper
The Code Zapper Gate is opened when you tap the Blue Mushroom Bumper or cross over the Rollover Button. When entering the Code Zapper Caper Gate the ball will cross the Code Zapper Kicker Rollover Switch which activates the Code Zapper Kicker Solenoid. During this time the Code Zapper Gate closes. The Code Zapper Kicker kicks the ball up the left side of the playfield across the Left Rebound Gate Rollover Switch which gives the player points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment. The ball is then up at the top of the playfield and back into play.

Deep 4 Caper
The Deep 4 Caper Gate is open when there is no captive ball. When you enter the Deep 4 Alley Gate the ball stops at the first of four steps and the Deep 4 Caper Gate closes. The ball is then moved to the next step when you tap the White Mushroom Bumper. After moving the ball down the Deep 4 Alley four steps the ball exits out of the Deep 4 Alley to the Plunger Lane and back into play.

Sea Ray Caper
There are six Sea Ray Porthole lights on the ship in the middle of the playfield. To light all six portholes you can cross the Rollover Button at the top center of the playfield, tap the Blue Mushroom Bumper or tap any of the three Yellow Mushroom Bumpers. The Sea Ray Super Bonus Caper wheel for that player advances by one.

Sea Ray Super Bonus Caper
Each time you complete a Sea Ray Caper the Sea Ray Super Bonus Caper wheel for that player advances by one. This is displayed in the lower right corner of the back glass. A special can be set at a Super Bonus Caper score of 5, 6, 7 and (r) 8. The Special is either a Free Replay or points equal to whatever the Code Symbol is on the Code Zapper wheel at that moment.

MULTIBALL:
The game has two different versions of multi-ball play. If you have a ball locked in the Deep 4 Alley, the two Kick-Out-Holes will simply kick the ball back into play without scoring any points. If the
Deep 4 Alley is empty then the two Kick-Out-Holes will capture balls for multi-ball play and the gate to the Deep 4 Alley will close. In other words both the Deep 4 Alley and the two Kick-Out-Holes will trap balls for multi-ball play but if one is active the other is not. As for releasing the trapped balls you would have to hit the White Mushroom Bumper near the Deep 4 Alley. For balls trapped in the Kick-Out-Holes the mushroom bumper will simply release them into play. For a ball trapped in the Deep 4 Alley, each time you tap the White Mushroom Bumper the ball will move down one step. After four hits the ball will exit the Deep 4 Alley and be returned to the Plunger Lane.

Some Skill Shots

When shooting a ball out into play, always try to cross the Rollover button at the top of the playfield. This will open the “Code Zapper Caper” Gate and light a porthole in the Sea Ray Ship.

When shooting a ball out into play, always try to land the ball in one of the two Kick-Out-Holes. This will then give you another ball in the Plunger Lane where you can try to cross the rollover button again to light another porthole in the Sea Ray Ship and also land in the other Kick-Out-Hole. This will also set the captive balls up for Multi-ball when you tap the White Mushroom Bumper.

When the ball is going to hit the left slingshot, tap the machine forward. This will push the ball towards the lower right rebound rubber causing it to bounce to the left side of the machine and through the Code Zapper Gate, if it is open.

If you tap the machine forward a little harder, when the ball is going to hit the left slingshot, it will cause the ball to go towards the Red Mushroom Bumper.

When a ball is near the right Thumper Bumper on the right side, push the left front side of the machine to cause the ball to move towards the White Mushroom Bumper.

When a ball is near the left Thumper Bumper on the left top side, push the right front side of the machine to cause the ball to move towards the Blue Mushroom Bumper.

When a ball is near the center Thumper Bumper near the top on the right or left side, push the front side of the machine to cause the ball to move towards the Kick-Out-Holes.

With the Flippers closed and the ball resting between them, press the left flipper button to cause the ball to go towards the White Mushroom Bumper or through the Deep 4 Gate, if it is open.

With the Flippers closed and the ball resting between them, press the right flipper button to cause the ball to go towards the Blue Mushroom Bumper.

With the Flippers closed and the ball resting between them, press both of the flipper buttons to cause the ball to go between the Thumper Bumpers.

When in Multi-ball and the Flippers are closed wait for all the balls to settle on the Flippers, then press either one or both of the flippers for some interesting results.

SOUND:

Bell
The Bell, located in the back box on the left side wall can be set for 10 points, 100 points, 10 and 100 points or off.

Sounder
The Sounder, is a small knocker coil, located in the cabinet bottom at the front right side. It is energized with the Replay Unit.

CREDIT:

Bill O’ Donnell
Jeff Grippe
Rob Hawkins
Bud “Fluid”
Jim Everett
Kevin Martin
Jim Divoky (sold me the machine)
Rick Swanson (just because)

Thanks, BoB Graham
8.415/10
7 years ago
I have owned CFTBL multiple times. I did not really see the genius of the game until I started playing my friend's game. Once I started playing it with more attention paid to the modes of the game, I found that I really enjoy this game. There are many ways to score points. Most people prefer to go for the jackpot and super jackpots afforded by the multiball. I actually enjoy earning points using some alternative approaches

Move Your Car -- This mode is super simple. Shoot the ball up the middle as often as you can until the timer runs out. The wrinkle is that the score for the middle shot will immediately start to reduce as the timer ticks down. So it's important to make a shot as quickly as possible since the points earned on the first shot will be multiplied on the 2nd, 3rd & 4th shot. If your middle shot is sound, you can earn 50-80 million in this mode.

What makes this mode great is the dots associated with each shot. The guy really wants you to move your car! He shoots with a bazooka and eventually an airplane bomber!

Another fun mode is ramp millions. If you make the right "SLIDE" shot multiple times during one ball, you can reach Left Ramp Millions and Right Ramp Millions. If your ramp shot is true, you can rack up some impressive points during the mode.

All in all, I really enjoy Creature. It's a game that I can play 10 times in a row without realizing it. And that makes it a special game indeed.
8.491/10
10 years ago
When I first played Blackout, I was a bit underwhelmed. A local pinball collector, who's taste in games runs very close to mine, recommend it. So I bought it based on his recommendation along with the fact that I absolutely love Cosmic Gunfight, another Williams game of the era.

I didn't care for game play, but that was because I didn't understand the rules. And the GI Relay wasn't properly working.

Once I corrected the GI Relay issue, leveled the game and cleaned and waxed the playfield, the game became a different animal.

The game is pure 80s pinball fun. The object of the game is to light three different colors and then hit the ball capture scoop for BLACKOUT.

This mode will turn off all the GI lights on the playfield and then turn them back on a few moments later. Very cool affect, especially considering its era.

I consistently refer to the concept of "one more game". This concept means that I have done well enough or poorly enough on a game that I am forced to try "one more" in an effort to reach a barely missed goal or to make up for a poor game.

If you are a fan of the electronic sounds of the 80s Video Game era and the simple, yet fast flow of a great pinball machine, then give Blackout a chance.

You may end up like me. Now I simply love this game to death.
9.420/10
10 years ago
Tron Legacy LE is the best machine Stern ever.

The first thing that grabs your attention is the fiber optic cables that light and pulse. These tubes are integrated into the game play and are simply spectacular. Never before has a machine used such an amazing light show. And since the theme is Tron, the light show is perfectly used.

The playfield graphics may be photos rather than art, but it feels right when looking over the aesthetics of the entire game.

The sounds of Daft Punk coupled with sound bytes from the Tron Legacy movie make the sound experience incredible.

But both the lights and sound pale in comparison to the game play. Tron LE is not complicated. Yet, the journey is pure pinball. Flow is king on this machine. Each shot has a risk associated with the reward.

You cannot succeed by simply focusing on one particular shot. You must master multiple shots.

Since the goal of Tron LE is to reach Portal Multiball, you must execute a well thought out strategy to maximize your score prior to Portal. Use of the 2x playfield multiplier can help considerably. The inclusion of the Sea Of Simulation mod allows a player to complete tasks required for Portal without making the Portal objective easier.

Tron LE is truly a "one more game" pinball machine. Even when you reach Portal, your job has just begun as you need to complete Portal in order to return Sam back to his world.

It is a difficult task. And more people have probably visited Valinor on Lord Of The Rings than have completed Portal. And not very many people have been to Valinor.

All in all, Tron is a masterpiece.
9.528/10
10 years ago
Neptune is a blast to play! I prefer the Novelty setting, which allows WOWS to be treated as bonus points rather than adding balls.

This is the only EM machine I have ever played that allowed for million point scoring. The high speed knocker sounds like a machine gun. It is very fast.

It currently ranks as my favorite EM pinball machine. With Novelty play, scoring 1 million points is a worthy goal.

The game uses roll over switches, pop bumpers, stand up targets and a ball captures on a very unique layout. The layout provides a fertile playfield for high speed adrenaline! The Pinball Hall Of Fame has a Neptune for play, and I highly recommend that you give it a try.

Even if the rules appear to be overly simple, and they are simple, the difficulty makes this game incredible. It easily could have been ruined by a misaligned lane or a bad angle stand up target. But the designer's attention to detail enhances the game play. Many shots can be made with a backhand. If you miss a shot, you run the chance of paying for it with your ball.

I'm sure this game would be fun in AAB mode. But in novelty mode, this game is one of the best every made by Gottlieb.
9.000/10
10 years ago
Gottlieb Atlantis is almost the perfect game for me. It has a fantasy theme coupled with a unique layout.

It has drop targets, stand up targets, pop bumpers and a bagatelle. The only thing missing is a spinner and an add a ball capability.

What I love best about Atlantis is the feast or famine aspect of a game. During one ball, you can be nailing all of your shots. You are progressing the numbers at a good clip and you feel confident you are on your way to rolling it. The very next ball, or three, end due to the huge right outlane, the sneaky left gap that feeds the left flipper or simply a mistake. Your awesome game goes kaput, and you are angry enough to play one more game!

That's the beauty of Atlantis. It has that special "one more game" mojo.

The one unique gimmick is the 5,000 point drop target shot. This is earned when you drop two adjacent drop targets with one shot. I really enjoy this unique gimmick. It really adds quite a bit to the strategy while playing.

In my opinion, Atlantis is an amazing game and I believe every pinball player should have the opportunity to play it for at least 2-3 hours.
7.928/10
10 years ago
Capt. Card is the Add A Ball verison of High Hand. It has simple rules that are difficult to execute. Unlike High Hand, the drop targets will reset for the next ball once you have completed all sixteen drop targets.

The object of the game is very simple. You want to score as many points as possible and add some balls. In order to accomplish this, you need to be able to do two things well.

The first thing is completing four drop targets on a single bank. This will change the bonus payout from 100 points per target to 1,000 points per target. If you complete all four banks, which represent the four suits of a playing card deck, you light "WOW".

The second thing is to hit the single bonus ball capture in the middle of the field in order to collect the bonus.

Together, these two simple tasks make Capt. Card a very fun and addictive game. Those who do not hone their shooting skill will most likely find this game to be boring and worthless. But for those who have a good shooting touch, you will find this game thrilling, exciting and aggravating (in a good way).

This is an excellent game to add to your collection.
8.488/10
10 years ago
Gottlieb Melody is the Add A Ball (AAB) version of Sing Along. For the home environment, I prefer AAB games over replay games, although I really enjoy both. In my opinion, I prefer roll over games from the 1960's over the drop target games of the 1970's. The game play and sounds separate Melody from other Gottlieb games of this era. The two inch flippers force you to learn to nudge and bump. The use of the ball transfer most famously used by Kings & Queens adds a delicious dessert to the incredible entree that is Melody.

Melody's sound is unique and easily distinguished from other games of this era. The combination of bells with point thresholds provides Melody with the unique status of being an EM game that can be identified by the sound alone. The melodious bells match the theme perfectly. And while the sounds are incredible, the game play is equally good.

The "toy" that stands out on Melody is ball transfer on the playfield. The "toy" is made up of four ball captures in the middle of the playfield. Once a ball is captured, it is gently transferred to the ball capture on the right. The fourth ball capture will eject the ball towards the flippers. Each ball capture represents "bonus" points that can be scored. You can score 10 - 50 points. Each number collected within a color is worth 10 points. So the "toy" can easily earn 100-200 points in one shot.

This "toy" also represents the method by which a player can add a ball. If all numbers in a single color have been collected, and therefor are lit solid, this ball capture will reward 50 points and an added ball. Once redeemed, all the numbers are reset. Only one ball may be added per color. The coolest shot in the entire game is hitting the far right ball capture when all colors are fully lit and are primed for awarding an extra ball. Adding four balls in one shot is very satisfying!

The key to a great scoring game is lighting the pop bumpers so that they score 10 points rather than 1 point. With the pop bumpers on, you can quickly accumulate hundreds, and sometimes, thousands of points on one ball. And when you add the ball transfer points with the add a ball function, the game play is very impressive considering the limitation of EM logic.

Now, some will complain that adding an extra ball requires draining a ball. And while the number four can only be lit by draining down one of four lanes, there is still plenty of opportunity to add a ball using sound strategy. In my opinion, the use of the fours makes the game very balanced. It is very difficult to get multiple balls added during one ball. And when you do finally add a ball, this game entrenches itself into your collection.

Overall, Melody is one of the best Gottlieb Wedgeheads of all time. I highly recommend this game for home use.

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