Quoted from mbaumle:I'm surprised there haven't been any votes for EM games. To me, Ed Krynski games deliver easy to understand, difficult to master in spades.
Case in point Gottlieb's 2001. You hit drop targets. Lots of them. That's pretty much it. But the small flippers make trapping difficult. And a single tilt voids your whole game. As you're hitting them, you notice that completing a color bank rewards you with a lane and kickout hole being lit for more points. This naturally incentivizes the player to aim for more targets. Once you light the special--if you can even make it that far--the Special lights are positioned in the most dangerous stand up targets. One wrong shot, and you're on a one way trip to DrainTown. Risk reward at it's absolute finest.
Of course, I'm biased since I own the game, but I really do think that EMs, by nature, have to be easy to understand and play, but very difficult to master.
Amen brother. A game like Surfer for example, you need to knock out the rollovers, hit the drop targets, hit a side lane or two and start hitting that fully loaded saucer. Sounds easy, but in practice it's anything but. As far as newer games go, you can't go wrong with AFM or IM.