I’m all in on that lineup. The 2 themes (Bat66 & Munsters) and now TMNT, will be staying in my game room. Theme has the most important role in staying power, imo. Yes, the game needs to have depth to have last-ability in any lineup. When I play a game I want to feel good playing it and those 3 games help me do just that.
Other games I have, may have more frustration than fun for me. For example, DI has tons of great toys and code depth, but the theme and gameplay are just too frustrating. Can’t even see the most important shot in all the game, the SIM card shot. That shot is far more luck than skill. The left side of the PF, the ball gets completely lost. Bob the builder and other very close targets almost make multi ball the most frustrating experience in all of MB, because of so many STDM drains. When a game has frustrating play and has a so so theme: its time to reconsider. Lol
One exception to that rule is SW. It has one of the best themes, but very frustrating game play at times. Those 3 STDM targets in the middle of the PF, should have been adjusted, along with the left (very hungry) out lane drain. If SW troubled PF layout was any other theme, I’d be hard press to like it at all. The depth of code on SW does help it big time, although.
Just played Munsters again last night and each time I play it becomes even more fun, as I hone in the shots. Secret mania mode is entered every time I play. My wife knows I’ve started Munsters, just because she hears all the button mashing/flipper action, before the 1st ball is even plunged! Lol
(Please Dwight, fix that to be part of gameplay now that the cat is out of the bag, no longer being a secret.)